Search found 190 matches

by wahming
Tue Jun 14, 2016 4:51 am
Forum: General discussion
Topic: We're being invaded!
Replies: 13
Views: 4052

Re: We're being invaded!

FORTHELOLZ wrote:get the tank
From random spammy Chinese online sellers? What, it falls apart after you hit a speedbump?
by wahming
Tue Jun 14, 2016 4:02 am
Forum: General discussion
Topic: We're being invaded!
Replies: 13
Views: 4052

We're being invaded!

Invasion!
Invasion!
Spam.jpg (188.92 KiB) Viewed 3906 times
Anybody find it ironic that the Factorio forums are being invaded by people looking to hawk the products of their own factories?
by wahming
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.
by wahming
Mon Jun 13, 2016 12:37 am
Forum: General discussion
Topic: Speedrunning the game
Replies: 28
Views: 10700

Re: Speedrunning the game

Calebrj wrote:Some sort of method? Or do they just know what they are doing, and they do it really well? :?
What's the difference?
by wahming
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.
by wahming
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 :lol:
by wahming
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?
by wahming
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...
by wahming
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?
by wahming
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?
by wahming
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

Image

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 ;)
by wahming
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...
by wahming
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.
by wahming
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

orzelek wrote:Or if resource field is quite small - then it would have more ore per resource node.
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.
by wahming
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.
by wahming
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...
by wahming
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.
by wahming
Sat May 23, 2015 9:44 am
Forum: Mods
Topic: PowerBelts
Replies: 14
Views: 15044

Re: PowerBelts

YuokiTani wrote:i have still no luck with mods ...
Image
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.
by wahming
Fri May 22, 2015 8:30 pm
Forum: Mods
Topic: PowerBelts
Replies: 14
Views: 15044

Re: PowerBelts

Version 0.3.1 uploaded!
by wahming
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...

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