oh that's what I meant but didn't write
Sure that's fine for me!
Search found 266 matches
- Sat May 27, 2017 6:24 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 42927
- Sat May 27, 2017 4:10 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 42927
Re: [0.15.*] Feedback topic
well if you don't use infinite ores then you end up with nothing at all :) But I wanted to have the minimum yield for some area around the starting area and only with some distance it should start increasing the yield. True frequency might actually help... But even so, I would still change the setti...
- Fri May 26, 2017 8:17 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 42927
Re: [0.15.*] Feedback topic
Hi there, Would it be possible to change the settings minimum value of "rso-global-richness-mult" to 0? I wanted to make a very hard map with angel's infinite mod and rso, but I think even with minimum value of 0.1 richness multiplier I get to high yields on resources. Especially because I...
- Sun May 14, 2017 7:17 pm
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 52053
Re: [MOD 0.14.x] BeltSorter 0.3.5
update 0.3.6 - migrate to support factorio 0.15.9 Has been out already for a few days but I forgot to update the forum. ;) hf @Taroundir: Thanks for the feedback, i'lll update this for the next version. Also I don't know whether it's now easily possible to use the native item dialog of factorio. If...
- Fri May 05, 2017 8:32 pm
- Forum: Releases
- Topic: Version 0.15.9
- Replies: 66
- Views: 44587
Re: Version 0.15.9
We just experienced similar issue in 0.15.8 where hovering over an other player crashes the game. Does anyone know if that was the same issue ?
- Fri May 05, 2017 8:04 pm
- Forum: Mods
- Topic: [MOD 0.16.x] HardCrafting 0.6.1
- Replies: 55
- Views: 31909
Re: [MOD 0.15.x] HardCrafting 0.5.4
@kaldskryke 1) Indeed it did. It's now added as well 2) Yes for the better ratio (can put 2 big processing machines beside each other to do the processing easier) @bdean20 Not 100% active, rather like 50% I would say. I zoom in and out from playing factorio. Also I don't get enough time to do all I ...
- Tue May 02, 2017 10:39 pm
- Forum: Modding help
- Topic: Simple update script for 0.14 -> 0.15
- Replies: 1
- Views: 954
Re: Simple update script for 0.14 -> 0.15
haha awesome ideaa! Thanks for automating part of the migration process!
I'm just gonna try this out for updating my mods...
I'm just gonna try this out for updating my mods...
- Mon Apr 17, 2017 10:10 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282694
Re: [Mod 0.14] Logistic Train Network 1.0.1
Hi Optera, Awesome mod! Thanks a lot for your work! Some questions: Depots: Do they not care for the signal min-/max-length ? That would be great. Because I build a depot for 10 waggons trains which is now partly occupied by 2 waggon trains which seems like a waist :) Binary encoding: This is also o...
- Sun Apr 02, 2017 1:26 am
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 42578
Re: Friday Facts #184 - Five years of Factorio
Awesome, thanks for the 0.1 version of factorio
Gave me another few hours of fun.
Too bad there's no achievement for this
Gave me another few hours of fun.
Too bad there's no achievement for this
- Mon Mar 20, 2017 7:50 pm
- Forum: Multiplayer
- Topic: [EU] Clockwork Pilgrims
- Replies: 18
- Views: 7151
Re: [EU] Clockwork Pilgrims
Awesome scenario, it's really fun gameplay and cool team who plays here. Can definitely recommend.
@Altaric: Are there special online times of the server, or just random?
@Altaric: Are there special online times of the server, or just random?
- Thu Feb 02, 2017 8:05 am
- Forum: Mods
- Topic: [MOD 0.15] Robot Mining Site 0.6.3
- Replies: 117
- Views: 88400
Re: [MOD 0.14] Robot Mining Site 0.5.0
Around yes, but I don't find time right now for factorio.
I tested the decider mostly only with item signals, not with abstract signals. Maybe I made a mistake for that part. Does it work with item signals?
I tested the decider mostly only with item signals, not with abstract signals. Maybe I made a mistake for that part. Does it work with item signals?
- Wed Dec 07, 2016 10:32 pm
- Forum: Multiplayer
- Topic: [14.20] Supplies for Christmas
- Replies: 4
- Views: 2651
Re: [14.20] Supplies for Christmas
@Panda: Server is online of course. Modpack has changed a little since last time. I would like to mention again that we should not connect big factories to the power network if they are not running. So please use a power switch for the huge processing factories! E.g. Iron uses 300MW standby power wi...
- Sun Nov 20, 2016 1:42 pm
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 52053
Re: [MOD 0.14.x] BeltSorter 0.3.4
Changes and fixes for 0.3.5
- fixed an error when copying entity settings from one to another belt-sorter
- fixed an error when copying entity settings from one to another belt-sorter
- Sun Nov 20, 2016 1:41 pm
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 52053
Re: [MOD 0.14.x] BeltSorter 0.3.4
Hi YTM, I just released an update for it :) Thanks for the report. The issue was the copy settings has two methods (one for normal, one for advanced belt-sorter). Which is called depends on the source entity, so since the advanced belt-sorter has been added this caused some issues. Now the issue sho...
- Sun Nov 20, 2016 11:46 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 388480
Re: [MOD 0.14.13+] Creative Mode 0.2.2 - Epic update!!
Those are all properties on the prototype which can be set for the entity, so it shouldn't be a large hack
- Sat Nov 19, 2016 11:52 am
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 52053
Re: [MOD 0.14.x] BeltSorter 0.3.4
o.O now how could this happen? I will check it asap. Otherwise v.0.3.3 should work fine as well.
- Fri Nov 18, 2016 10:13 pm
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 52053
Re: [MOD 0.14.x] BeltSorter 0.3.0
' Changes and fixes for 0.3.4 - fix config not copied in blueprint when blueprint is rotated - fix config not loaded when advanced beltsorter is built by blueprint - fix potential crash in item selection gui - Recipe is a LOT cheaper now - adapted to the much more powerful inserters since factorio 0...
- Fri Nov 18, 2016 9:42 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 388480
Re: [MOD 0.14.13+] Creative Mode 0.2.2 - Epic update!!
Hi Mooncat,
Awesome mod!
Small request: Can we have a "Creative Roboport" with huge area and amount of charging / charging places ?
/edit: maybe also creative robots (don't use energy, are extremely fast) ?
Cheers,
judos
Awesome mod!
Small request: Can we have a "Creative Roboport" with huge area and amount of charging / charging places ?
/edit: maybe also creative robots (don't use energy, are extremely fast) ?
Cheers,
judos
- Mon Nov 14, 2016 9:01 pm
- Forum: Multiplayer
- Topic: RSO/Bob+angels
- Replies: 52
- Views: 16460
Re: RSO/Bob+angels
I joined the new map and saw that kaZ created a new modpack for the server, if you want to join you can find the modpack here:
viewtopic.php?f=53&t=36577
viewtopic.php?f=53&t=36577
- Mon Nov 14, 2016 3:40 pm
- Forum: Mods
- Topic: [MOD 0.14.x+] RocketAutoStart 0.2.1
- Replies: 1
- Views: 6549
Re: [MOD 0.14.x+] RocketAutoStart 0.2.1
Updated for factorio 0.14