Search found 259 matches

by Thomasnotused
Fri May 08, 2015 1:07 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 541336

Re: Let's see your clever builds

Seeing all these creations makes me feel like an idiot for coming up with this monstrosity:
Image
by Thomasnotused
Thu May 07, 2015 11:39 pm
Forum: Gameplay Help
Topic: Help with Rails!
Replies: 2
Views: 2101

Help with Rails!

I've been trying for a while, but I can't fix these rail junctions: http://i.imgur.com/HjSK1op.png?1 Trains sometimes get stuck in a deadlock there, and it's pretty annoying. I would like to keep most of my infrastructure intact, so do as little changing around as necessary. Thank you for the help! ...
by Thomasnotused
Wed May 06, 2015 6:55 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 163658

Re: Count to 1,000,000

I drove on route 271
by Thomasnotused
Wed May 06, 2015 10:05 am
Forum: Mods
Topic: [MOD 0.1.1] Colored Lights
Replies: 10
Views: 15140

Re: [MOD 0.1.1] Colored Lights

Oh. My. God.
Yes. Yes. And yes again.
by Thomasnotused
Sat May 02, 2015 1:55 am
Forum: Show your Creations
Topic: One million electronic circuit factory.
Replies: 10
Views: 20540

Re: One million electronic circuit factory.

keyboardhack wrote:Defining what's big in a game like factorio is not that easy especially when you begin to compare factories with other people. in 0.12 all our bases will look tiny if we compare them to the bases we will be able to build after 0.12
Production
All your base are belong to us
by Thomasnotused
Thu Apr 30, 2015 7:11 pm
Forum: Mods
Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
Replies: 47
Views: 34486

Re: [MOD 0.11.x] Artillery Cannon - v1.0.1

ZTStrike wrote:Anyone got video of this thing working?
https://www.youtube.com/watch?v=FkfY-Olt5nY
by Thomasnotused
Tue Apr 28, 2015 6:55 pm
Forum: Mods
Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
Replies: 47
Views: 34486

Re: [MOD 0.11.x] Artillery Cannon

Xterminator wrote:This should work with most other mods right? Like Dytech for example? I think this might be the perfect solution for the problem me and a friend are having with killing stuff in Dytech. :D
Yes, it is working with DyTech, as I'm using it in my save XD
by Thomasnotused
Mon Apr 27, 2015 9:22 pm
Forum: Mods
Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
Replies: 47
Views: 34486

Re: [MOD 0.11.x] Artillery Cannon

I did want it to have a min range, but everything I tried to make it happen failed. If anyone knows how to make it happen let me know so I can update it. For now just (try to) keep the creeps away from your base! :P What about a "don't fire at target if within this many tiles of a building&quo...
by Thomasnotused
Mon Apr 27, 2015 2:21 am
Forum: Mods
Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
Replies: 47
Views: 34486

Re: [MOD 0.11.x] Artillery Cannon

Love it! Just wish it had a minimum range. Keeps blowing up all meh turrets lol.
by Thomasnotused
Wed Apr 15, 2015 1:52 am
Forum: Mods
Topic: [0.11.5]Belt Switchers
Replies: 32
Views: 43666

Re: [0.11.5]Belt Switchers

Just tried adding in 4 other levels of belts to this. Failed miserably. I'll never be a LUA coder :(
by Thomasnotused
Tue Apr 14, 2015 10:51 pm
Forum: Mods
Topic: [MOD 0.10.x] Floors v0.0.2
Replies: 56
Views: 50751

Re: [MOD 0.10.x] Floors v0.0.2

Do the floors affect walking/driving speed like the RoadWorks mod? Or is it purely aesthetic?
by Thomasnotused
Sat Apr 11, 2015 12:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 77349

Re: [0.11.17+] Slipstream Chests - 1.1.0

That's strange. I'm not sure what could cause that - Slipstream doesn't interact with other mods in any special way, it just acts like a chest. Can you still load the save in whatever previous version you were running? Yes, and to fix it, I loaded the save with slipstream disabled, saved, and then ...
by Thomasnotused
Sat Apr 11, 2015 2:21 am
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 77349

Re: [0.11.17+] Slipstream Chests - 1.1.0

Hi there, mod maker! Thought I'd bring a bug I'd noticed to your attention, not sure if it's caused by other mods, but it seems to be (see pic below) When I load up my save after updating (I'm running on Factorio 11.20) I get an error and it closes the game and brings me back to the menu, but it doe...
by Thomasnotused
Fri Apr 03, 2015 7:34 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 171976

Re: [MOD 0.11.X] MoMods: MoWeather Fixes

Congrats on getting your own "Big mod" section :D
by Thomasnotused
Sat Feb 28, 2015 2:35 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 92672

Re: Bug Reports

Stone Crusher wouldn't accept modules, added "allowed_effects = {"consumption", "speed", "productivity"}," after line 199 in buildingprototypes.lua
Fixed issue.
by Thomasnotused
Fri Feb 27, 2015 7:54 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 190071

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Liquid5n0w wrote:I'm having trouble with Dytech warfare and gems not spawning. Anyone else?
Spawns in mine, I dunno what's wrong with yours.
by Thomasnotused
Sat Feb 21, 2015 11:33 pm
Forum: Ideas and Suggestions
Topic: Save window geometry upon exit / Remember window positions / Store window size/location between games
Replies: 83
Views: 22379

Windows Resolution

joined, identical -- ßilk

I know that you can manually resize the game window to suit your needs, however, I would greatly appreciate an in-game or .ini option for saved resolution whilst in windowed mode. Could save valuable screen real-estate :)
by Thomasnotused
Wed Feb 11, 2015 1:41 am
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 287159

Re: [MOD 0.11.x] Landfill (2.1.2)

Welp, found a neat little bug.
If you stand right next to the bomb when it goes off, you go into "god mode"
It's almost like playing freeplay.
by Thomasnotused
Sat Feb 07, 2015 4:05 am
Forum: Show your Creations
Topic: Heads up biters, it's an invasion
Replies: 10
Views: 12597

Re: Heads up bitters, it's an invasion

dee- wrote:It's full of red :shock:

What are the straight thin red edges? Some sort of radar/view range artifact?
When the radar maps out a chunk, it shows all things in it, even the biters, which are what the little red dots are.

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