Search found 215 matches

by wvlad
Mon Feb 05, 2018 1:34 pm
Forum: Technical Help
Topic: [0.16] Strange problem with loading older save (modded)
Replies: 8
Views: 2557

Re: [0.16] Strange problem with loading older save (modded)

I have it in the latest version.
by wvlad
Mon Feb 05, 2018 1:30 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 209450

Re: [MOD 0.12.x] Autofill

Hi, I can't install this mod, the error says that in on_init your sets.lua attempts to index global.forces which is initialized only later in Force.Init() but moving Force.Init up calls "additional_data" method which needs sets.

It's not a migration.
by wvlad
Mon Feb 05, 2018 12:41 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 642
Views: 269029

Re: [MOD 0.13.17+] Rampant - 0.16.17

Good idea, I have added some settings to control the start and end tier from the settings menu. Please ensure that their entities will still have old tier names otherwise they will be just removed from game when you load. I wouldn't want half of spawners to be removed after tweaking that setting. S...
by wvlad
Mon Feb 05, 2018 1:48 am
Forum: Gameplay Help
Topic: Processing uranium before train
Replies: 7
Views: 3719

Processing uranium before train

Is it a good though to process uranium directly at mine? Considering the "compression" rate it should be.
by wvlad
Mon Feb 05, 2018 1:09 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 70813

Re: Friday Facts #228 - High resolution turrets

Please leave OpenGL option available for Windows, I really wouldn't like to go again through SweetFx correction setup and I can't play without it already. https://www.dropbox.com/s/j7qluc1pur2tth5/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202018-02-05%2003.07.51.png?dl=1 https://www.dropbox.c...
by wvlad
Sun Feb 04, 2018 9:01 pm
Forum: Not a bug
Topic: Can't rotate non-square chests
Replies: 3
Views: 813

Re: Can't rotate non-square chests

Usually player would expect any entity to be rotatable at least in blueprint - before it's placed.
by wvlad
Sun Feb 04, 2018 6:19 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] Nuclear reactor has no indication of item type expected
Replies: 1
Views: 833

[Twinsen] Nuclear reactor has no indication of item type expected

Building my first nuclear reactor I realized that there is no indication of what I should put inside it. It just says "fuel" when hovering over the input cell. Same for all smelters though they are explained in scenarios at least. I think that missing specs that make player googling is a b...
by wvlad
Sun Feb 04, 2018 2:22 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.22] Ctrl+Arrows doesn't move cursor between words in text field
Replies: 7
Views: 3666

[wheybags] [0.16.22] Ctrl+Arrows doesn't move cursor between words in text field

I got used in Windows that I can jump between words using ctrl+left/right keys.
by wvlad
Sun Feb 04, 2018 1:58 pm
Forum: Mods
Topic: [MOD 0.17] Auto Time
Replies: 10
Views: 4110

[MOD 0.17] Auto Time

Title: Vlads Auto Time Short Desc: Game speed buttons. Automatically slowsdown game time when you do nothing so you can plan, adds fast-slow speed shortcut. For single player only. Factorio Version: 0.17 Mod State: Beta Dependencies: - Author: Vlad Downloads: https://mods.factorio.com/mod/vlads_Auto...
by wvlad
Sun Feb 04, 2018 1:50 pm
Forum: Mods
Topic: [MOD 0.16] vlads toolbelt 2 shortcut keys
Replies: 2
Views: 1353

Re: [MOD 0.16] vlads toolbelt 2 shortcut keys

These are like 1 2 3 4 5 but for your current second toolbelt. No research required. It doesn't enable/disable the whole toolbelt itself.
by wvlad
Sun Feb 04, 2018 10:59 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 642
Views: 269029

Re: [MOD 0.13.17+] Rampant - 0.16.16

Hi, I enabled new enemies and they are much stronger (attack & hp) than vanilla. They blowup my turret wall easily (at evolution 80%). I like the idea of having different types of enemies with different abilities but I don't want them to be so much stronger than vanilla. Can you add please some ...
by wvlad
Sun Feb 04, 2018 10:05 am
Forum: Not a bug
Topic: Can't rotate non-square chests
Replies: 3
Views: 813

Can't rotate non-square chests

Either blueprinted or placed I can't rotate them.

Please see the mod attached.
by wvlad
Sun Feb 04, 2018 9:50 am
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 96
Views: 61622

Re: [MOD 0.13] Time Tools (& Clock Combinator)

binbinhfr , please check PM
by wvlad
Sun Feb 04, 2018 1:53 am
Forum: Mods
Topic: [MOD 0.16] vlads toolbelt 2 shortcut keys
Replies: 2
Views: 1353

[MOD 0.16] vlads toolbelt 2 shortcut keys

Title: vlads toolbelt 2 shortcut keys
Short Desc: Allows to setup shortcuts for second toolbelt
Factorio Version: 0.16
Mod State: Beta
Dependencies: -
Author: Vlad
Downloads: https://mods.factorio.com/mod/vlads_quickbar2_keys
by wvlad
Sun Feb 04, 2018 1:40 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 113493

Re: [MOD 0.14] Alien Biomes

So disabling-enabling alien biomes worked though I had to regenerate the terrain. I released a separate mod to adjust water generation in 0.16: https://mods.factorio.com/mod/vlads-solid-water-like-015 Here is the final version to copy also decoratives except cliffs, though it might run pretty long, ...
by wvlad
Sun Feb 04, 2018 1:34 am
Forum: Mods
Topic: [MOD 0.16] vlads water like in 0.15
Replies: 3
Views: 2083

[MOD 0.16] vlads water like in 0.15

Title: vlads water like in 0.15
Short Desc: Changes water generation to be more like in 0.15
Factorio Version: 0.16
Mod State: Beta
Dependencies: -
Author: Vlad
Downloads: https://mods.factorio.com/mod/vlads-sol ... r-like-015
Screenshots: https://mods.factorio.com/mod/vlads-sol ... r-like-015
by wvlad
Sat Feb 03, 2018 2:00 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 113493

Re: [MOD 0.14] Alien Biomes

So I tweaked regeneration to not break my buildings with water, feel free to use it in the mod if you decide so. local function rebuild_nauvis() local nauvis_name = "nauvis" local nauvis_copy_name = "nauvis-copy" local chunksize = 32 if not game.surfaces[nauvis_copy_name] then ga...
by wvlad
Fri Feb 02, 2018 7:22 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 113493

Re: [MOD 0.14] Alien Biomes

I'll check that.

As I understand there is no way to preserve existing terrain but make it smoothly connect with new areas? So I have to regenerate anyway.

Is there a way to regenerate with more water on existing map? Before update I had much bigger water areas.

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