Can I request to clown smiles be added to the smiles available ? (many forums have one and it's an addition to when your being silly funny). Of Course the added value to me is obvious... yes I have a personal interest in this,
tnx.
Search found 361 matches
- Sat Jul 18, 2015 10:32 am
- Forum: This Forum
- Topic: [request] a jocker/clown smiles
- Replies: 0
- Views: 3553
- Sat Jul 18, 2015 10:27 am
- Forum: Mods
- Topic: [0.11.x] Belt Utilities
- Replies: 42
- Views: 48203
Re: [0.11.x] Belt Utilities
Changes to belt mechanics in 0.12.0 have completely broken the method I was using to block lanes, it may take a while to find a viable alternative. Can you please also change the name of the mod file to be the same as the thread name (I think it's more fitting and it will help with finding the thre...
- Sat Jul 18, 2015 10:15 am
- Forum: Mods
- Topic: [MOD 0.11.x+ / 0.12.x] Boxing (v0.6.0)
- Replies: 29
- Views: 39662
Re: [MOD 0.11.x+] Boxing (v0.6.0)
Put in the mod in zip file to mods directory. When you unzip it it brakes the naming convention and won't be loaded. If kept zipped it should work properly. Tried this and it is working now. Thanks for the help =) and the lesson here is - you don't need to unzip a mod, unless the post instructions ...
- Sat Jul 18, 2015 9:51 am
- Forum: Mods
- Topic: [MOD 0.11.x] Rail Crossing - 0.1.1
- Replies: 3
- Views: 12056
Re: [MOD 0.11.x] Rail Crossing - 0.1.1
Sounds like a good initiative - did put a smile on my face !
- Sat Jul 18, 2015 9:36 am
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 121528
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
I think it's just missing the oninit function - just checked it on 0.12gr0mpel wrote:hey drs9999
love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod
- Sat Jul 18, 2015 8:36 am
- Forum: Mods
- Topic: [0.12] Transformator
- Replies: 17
- Views: 21448
Re: [0.12] Transformator
Why use a new topic ? You can update your original post's subject line to reflect the change - that way, those of us following will get updated and don't need to follow a new thread Also you can then update the post with the new version and information and put spoiler alerts for older versions. Plea...
- Sat Jul 18, 2015 1:33 am
- Forum: Mods
- Topic: [0.12.X] Hebrew RTL Fixer/Inverter
- Replies: 10
- Views: 18418
Re: [0.12.0]Hebrew RTL Fixer/Inverter
* This mod replaces some vanilla files which means it probably breaks the internal updates mechanism and will force you to fully reinstall the game when an update comes out. * I'd appreciate tips on how to package the files such that no vanilla files need to be replaced when using the mod. if you c...
- Fri Jul 17, 2015 8:16 pm
- Forum: News
- Topic: Friday facts #95 - 0.12 Release today
- Replies: 106
- Views: 68055
Re: Friday facts #95 - 0.12 Release today
I was 95% certain that there will be a version today, after last week's FFF #94 (kovarex said they will give us a version to play single player) - I ok with multiplayer problems in the experimental version, since I don't play multiplayer yet... Have a great week end everyone ! hope you stop to eat a...
- Fri Jul 17, 2015 1:11 pm
- Forum: General discussion
- Topic: Get on the HYPE TRAIN! [gif enabled]
- Replies: 10
- Views: 11153
Re: Get on the HYPE TRAIN! [gif enabled]
you guys are crazy AND funny ! I hyped too, but I think they'r not finished with it, or they would have posted about that already...
FYI - hoping I'm wrong
FYI - hoping I'm wrong
- Fri Jul 17, 2015 1:09 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1003009
Re: Factorio Roadmap for 0.12 + 0.13
don't we all buddy, don't we all... ?oLaudix wrote:Additional train conditions (wait until full, wait until empty, wait until circuit condition)
I need this.
- Fri Jul 17, 2015 1:07 pm
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 36974
Re: [0.11.22] Right-To-Left languages are presented Left-To-Right
So it might be crashing only for you? Did you try it on a fresh factorio copy of both factorio data and configuration? EDIT: Oh, you already did that in the Laptop thread. did you try just putting the mod in "mods" directory without enabling it ? what OS are you running ? and factorio - 3...
- Thu Jul 16, 2015 7:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 48786
Re: [0.11.22] Transformator
Great mod ! hope your first try at modding works well - I will d/l it now and try it out
- Tue Jul 14, 2015 10:10 pm
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 36974
Re: [0.11.22] Right-To-Left languages are presented Left-To-Right
edit: the crash is unrelated to this thread, as mentioned above.
@dev-il - Trying your mod on my laptop crashes the game right after loading the mod. log files follow:
@dev-il - Trying your mod on my laptop crashes the game right after loading the mod. log files follow:
- Tue Jul 14, 2015 9:48 pm
- Forum: Pending
- Topic: [0.11.22] Crash on my laptop (running with mods, even disabled, on a 32bit ZIP install)
- Replies: 3
- Views: 5664
Re: [0.11.22] Crash on my laptop
C:/games\factorio 11-22 - hebrew\saves\_autosave1.zip The inverted slash there looks very problematic.... I don't know where that string came from but it's not related to the subject - the save does not create (or re-creates) the problem, only the "mod" I made, even if it's not enabled......
- Tue Jul 14, 2015 8:29 pm
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 36974
Re: [0.11.22] Right-To-Left languages are presented Left-To-Right
so even after running the script, there are problems, strange characters, and the need to put the converted file in a mods folder with a .json file like a mod to be recognized by the game as strings to replace the ones that where put by the devs... and after all that, the test mod I made still doesn...
- Tue Jul 14, 2015 8:17 pm
- Forum: Ideas and Suggestions
- Topic: Continuous games
- Replies: 6
- Views: 2446
Re: Continuous games
Hey guys, I don't know if this has been suggested before, but I got this idea the first time I played Factorio: I think it would be awesome to have continuous games, kinda like in Anno. Here's the way I see it. Around end game, you would unlock the ability to create trans-planetary rockets, and set...
- Tue Jul 14, 2015 9:28 am
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 36974
Re: [0.11.22] Right-To-Left languages are presented Left-To-Right
So I wrote a very basic python script that inverts all strings after "=" in a core.cfg file located in the same folder as the script: #!/usr/bin/python # coding=utf-8 import codecs def main(): f_out = codecs.open('core_out.cfg', 'a+', encoding='utf8') with codecs.open('core.cfg', 'r', enc...
- Mon Jul 13, 2015 8:25 pm
- Forum: Translations
- Topic: Web based translations
- Replies: 88
- Views: 71563
Re: Web based translations
Another question: should I use INI files instead CFG? You mean when modding? For translating factorio itself you don't need to set extensions anywhere. For modding you should still use cfg files, ini is used only on crowdin because it doesn't support cfg as an extension. It does make sense, since i...
- Mon Jul 13, 2015 8:15 pm
- Forum: Translations
- Topic: Terminology: Rocket vs. Missile
- Replies: 6
- Views: 19109
Re: Terminology: Rocket vs. Missile
Hi all, In the foreseeable future, Factorio is going to feature rockets being sent into space. However, some craftable weapons are also called rockets. With reference to the following discussion , I suggest that whatever goes to space remains a rocket , but whatever you shoot at biters gets renamed...
- Sun Jul 05, 2015 9:54 am
- Forum: General discussion
- Topic: What is the absolute minimum number of player crafted items?
- Replies: 17
- Views: 14473
Re: What is the absolute minimum number of player crafted it
Time to make that first factory! steam engine, boiler, lab, telephone pole, Thats, 5 gears, 5 piles for the engine, one pipe (and my furnace) for the boiler, 8 for for the pump. 21 crafts. The lab takes an amazing 40 crafts, 12 for gears, 2 for belts, 15 for wire, 10 for circuits, and one for the l...