Search found 372 matches

by waduk
Thu Jun 29, 2017 4:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.24] Can't copy train station names
Replies: 2
Views: 474

Re: [0.15.24] Can't copy train station names

Yup, can confirm also happen to me.
by waduk
Wed Jun 28, 2017 12:29 pm
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 146
Views: 58820

Re: [MOD 0.15|0.14]AutoTrash 2.0.1

Works fine for me in a new game after researching Logistic or Trash slots. Any other mods? My list of mod, haven't tried disabling them one by one to see which one cause conflict. "name": "auto-research", "name": "AutoDeconstruct", "name": "Aut...
by waduk
Mon Jun 26, 2017 12:47 pm
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 146
Views: 58820

Re: [MOD 0.15|0.14]AutoTrash 2.0.1

AutoTrash didn't work on New Game in 0.15.23 (not migration save from 0.15.22)
Disabling and re-enabling again like Krangth suggested didn't fix it :(
by waduk
Fri Jun 23, 2017 5:54 am
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 15668

Re: [MOD 0.15] Automatic train deployment

Wow, didn't aware of this. Thanks !
Such a huge help....

Also...
"Theme song for this project is Queen: I'm going slight mad"
Lol, definitely gonna listen to the song when testing.
Long live Freddie !
by waduk
Sat Jun 17, 2017 3:31 am
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 38154

Re: [0.12]Ideas, suggestions & discussion

Choumiko, can you add feature so FARL can come to me (pressing GUI button) to the nearest station ? Like Shuttle Train Mod did ? Usually when i'm at the scouting / planned area, what i do is to place train stop, open map, click FARL then add that station, execute. It would be very convenient to call...
by waduk
Fri Jun 16, 2017 11:30 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 33529

Re: Friday Facts #195 - Poles re-design

I got to say, the new model is off for some reason.
I prefer big pole v2.a over v2.b (model wise).

The medium pole v2.b in my head is not rotating, but the top connection is skew.
Medium V2.a is okay though.

The new Small pole was okay, but the rotating shadows looks weird.
by waduk
Fri Jun 16, 2017 11:11 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 87135

Re: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1

Just wanna say, thanks for the hotkey to flip the blueprint.
I really can't play without it now, a must have feature in vanilla.
by waduk
Thu Jun 15, 2017 7:22 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 868
Views: 320532

Re: [MOD 0.14] AAI Programmable Vehicles

Crash when try to install, already install all the dependencies.: http://i.imgur.com/pyrgdlb.png I just want to try Programmable vehicle, do i really need to install all the dependencies ? I just want to use vanilla vehicle. Yes You need. That's what i did, install all the dependencies yet that cra...
by waduk
Wed Jun 14, 2017 11:13 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 868
Views: 320532

Re: [MOD 0.14] AAI Programmable Vehicles

Crash when try to install, already install all the dependencies.:
Image

I just want to try Programmable vehicle, do i really need to install all the dependencies ?

I just want to use vanilla vehicle.
by waduk
Wed Jun 14, 2017 12:01 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 240735

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

It is possibly from removing the entities from blueprints for entities that are no longer valid You probably right, after i clean-up some blueprint, the message didn't pop-up. But that's strange because AFAIK, i never use Creative Mode entities in any of my blueprint. Probably blueprint that comes ...
by waduk
Tue Jun 13, 2017 6:30 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 240735

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

Thanks for the quick response.
That put my mind at ease (sort of).
At the very least it's a known problem/mysteries, and happen on other mod.
So should i report this on bug subforum ?
by waduk
Tue Jun 13, 2017 5:40 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 240735

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

Why is it, even after i delete Creative Mod (yes, delete, not just toggle off), save the game. Then load the game again, there always a message pop up saying "Removed entities-creative chest, etc ?" That message supposed to pop-up if we ever placed item in-game right ? Also, it even pop-up...
by waduk
Tue Jun 13, 2017 4:30 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 296
Views: 69190

Re: Mylon's Multiple Mods

Concreep seems to replicate the pattern fine for me. http://i.imgur.com/3J3xZXG.png http://i.imgur.com/D2NDhui.png I did notice some strange behavior where sometimes it wouldn't creep at all, especially for the first roboport (as there are no previous construction bots on the logistic net) so I'll ...
by waduk
Wed Jun 07, 2017 10:11 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 296
Views: 69190

Re: Mylon's Multiple Mods

Mod : Concreep How does tile pattern work ? I put a 4x4 tile pattern beneath one of the roboport. Then sending the outpost a concrete & hazard concrete. But the bot didn't follow pattern, only laying down the plain concrete. Edit 1 : Here's the image: Pattern : http://imgur.com/RF4MP1V Beneath r...
by waduk
Wed Aug 24, 2016 8:24 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 206665

Re: [MOD 0.12.35|0.13] SmartTrains 1.0.0

Yay ! Thank you !
Been dying to waiting the new version came out.
by waduk
Fri Aug 19, 2016 11:49 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 87135

Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.2.3

Two question, well actually three but the last one probably have to use workaround: What fix position does ? What allow scripts does ? How to import 0.12 to 0.13 blueprint ? Export them one by one then import them one by one ? Can you add flipper ? No flipper in mod portal, the one that have flipper...
by waduk
Fri Aug 19, 2016 2:17 am
Forum: Mods
Topic: [MOD 0.13] Stone Water Well - fresh water anywhere
Replies: 24
Views: 21472

Re: [MOD 0.13] Stone Water Well - fresh water anywhere

You didn't upload this to mod portal ?

Man, i've been searching this mod for hours.
by waduk
Thu Aug 11, 2016 8:35 am
Forum: Not a bug
Topic: Flamethrower aiming at targets outside range
Replies: 10
Views: 1568

Re: Flamethrower aiming at targets outside range

Huh ? This is a not a bug ? The flame turret is constantly shooting at things outside the range all the time . The behavior is resource draining with nothing to gain. Also, this is a false attack notification, we can't tell if the attack were real or a false "out of range" attack. I have d...
by waduk
Wed Aug 03, 2016 12:24 pm
Forum: Duplicates
Topic: [0.13.13] Ghost Input Signal
Replies: 3
Views: 560

Re: [0.13.13] Ghost Input Signal

Ah,..sorry,.didn't aware of it..
So i can safely remove my pic report right ?
(I want to keep image that i put in imgur as low as possible)

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