From random spammy Chinese online sellers? What, it falls apart after you hit a speedbump?FORTHELOLZ wrote:get the tank
Search found 190 matches
- Tue Jun 14, 2016 4:51 am
- Forum: General discussion
- Topic: We're being invaded!
- Replies: 13
- Views: 4052
Re: We're being invaded!
- Tue Jun 14, 2016 4:02 am
- Forum: General discussion
- Topic: We're being invaded!
- Replies: 13
- Views: 4052
We're being invaded!
Anybody find it ironic that the Factorio forums are being invaded by people looking to hawk the products of their own factories?
- Mon Jun 13, 2016 5:42 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 197537
Re: Support - Uranium Power
I've got a reactor with pressurised water, heat exchange with normal water, feeding into steam engines. Is it normal for the water temperature in the steam engines to fluctuate? It's mostly at 100C, but drops to 90+C every few seconds, whenever the heat exchanger outputs a new batch of water.
- Mon Jun 13, 2016 12:37 am
- Forum: General discussion
- Topic: Speedrunning the game
- Replies: 28
- Views: 10700
Re: Speedrunning the game
What's the difference?Calebrj wrote:Some sort of method? Or do they just know what they are doing, and they do it really well?
- Mon Jun 13, 2016 12:11 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 86900
Re: [MOD 12.11+] Train Outposts
Game crashed when testing out your mod in a new game. TrainOutpost Crash.jpg ModList.jpg 100% reproducibility: Load up the attached save, run east about 2 seconds, and boom. Debugging: The resource triggering this bug is coal. So it doesn't seem like it's caused by another mod? Offhand, anyway.
- Sun Jun 12, 2016 7:31 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 86900
Re: [MOD 12.11+] Train Outposts
Would it be possible to add a dependency for the Uranium Power mod, and turn off infinite ores for uranium and fluoride? There simply isn't any need for all those eternal ore patches and building over them messes with us OCD players
- Sun Jun 12, 2016 7:20 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109307
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
So, is there any way to play this with RSO without resorting to 'Great Wall' strategies?
- Sun May 22, 2016 5:11 am
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 76606
Re: [MOD 0.12.+] Oxygen
A suggestion - have an indicator with the oxygen counter indicating how many full bottles we have left, so I don't have to check my inventory everytime the notification that a bottle has been used appears. Alternatively, include the info in the notification. 'A large oxygen bottle has been used. You...
- Wed May 18, 2016 4:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 225832
Re: [MOD 0.12.x] Autofill
Somewhat confused. With 300+ piercing ammo in inventory and 10 turrets, why does it only add 10 ammo to the turret I place?
- Mon May 16, 2016 7:56 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 90796
Re: [MOD 0.12.20+] Homeworld
Apparently farm produce does not stack - if you don't collect it, the resources never increase beyond the first spawn. Is that intentional?
- Mon May 16, 2016 5:03 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 90796
Re: [MOD 0.12.20+] Homeworld
The folder structure needs fixing. Unzipping and renaming the folder to lowercase worked for me, but I believe convention is for mods to work while zipped now
- Sun Aug 09, 2015 9:53 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180599
Re: [0.12.x] RSO Discussion thread
I appear to have ~500k copper ore in starting patch. Would a separate multiplier for starting area help? I'd set it to 0,5 by default. 500k is not that much in my game.. but I do use some mods like science cost tweaker. With current settings even if this number gets reduced you will need to find on...
- Sun Aug 09, 2015 9:41 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180599
Re: [0.12.x] RSO Discussion thread
I appear to have ~500k copper ore in starting patch.
- Sun Aug 09, 2015 9:21 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180599
Re: [0.12.x] RSO Discussion thread
No, I'm getting enough ore in my starting patch to reach all the way to end game - which is when I realised RSO was messed up.orzelek wrote:Or if resource field is quite small - then it would have more ore per resource node.
- Sun Aug 09, 2015 9:13 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180599
Re: [0.12.x] RSO Discussion thread
Getting some weird map gens. With the latest builds of Factorio and RSO, I'm getting starting ore concentrations of 1-3k per square. That's way higher than the default non-mod spawn of 400-700. Any idea what might be causing this? I'm not touching the map gen settings.
- Sat May 23, 2015 3:54 pm
- Forum: Modding help
- Topic: game.createentity doesn't work as expected
- Replies: 3
- Views: 1463
game.createentity doesn't work as expected
Using the following code: game.createentity {name = "basic-transport-belt", position = ent.position, direction = ent.direction, force = ent.force} gives me a basic transport belt as expected. However, the belts do not join with each other cleanly as expected. E.g. when turning corners, the...
- Sat May 23, 2015 10:35 am
- Forum: Modding discussion
- Topic: Remove gas
- Replies: 3
- Views: 6089
Re: Remove gas
A few. Void pipes and open dumping mods come to mind.
- Sat May 23, 2015 9:44 am
- Forum: Mods
- Topic: PowerBelts
- Replies: 14
- Views: 15044
Re: PowerBelts
I suspect my mod only works with new games, for now. I will have to look into how to support saved games that were started without my mod.YuokiTani wrote:i have still no luck with mods ...
- Fri May 22, 2015 8:30 pm
- Forum: Mods
- Topic: PowerBelts
- Replies: 14
- Views: 15044
Re: PowerBelts
Version 0.3.1 uploaded!
- Fri May 22, 2015 5:14 pm
- Forum: Texture Packs
- Topic: [Request] PowerBelts
- Replies: 0
- Views: 4673
[Request] PowerBelts
Hi! I need simple graphics for my mod PowerBelts at https://forums.factorio.com/forum/viewtopic.php?f=14&t=12468 . Items: 1. Motivator belt. Basically a transport belt that just needs to look different. Preferably in 3 colors - basic, fast, express. 2. Electric transformer. 3. Burner transformer...