Search found 42 matches
- Mon Feb 26, 2018 11:12 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1351013
Re: Development and Discussion
Thanks for all your tips, I appreciate your help! Green + Sodium Hydroxide gives you boards directly The problem with wood from Saline Water Electrolysis is that it requires Green Science to get rid of the Chlorine and Hydrogen Gas, and at that early point in the game I have no use for either. I gue...
- Sun Feb 25, 2018 11:36 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1351013
Re: Development and Discussion
So, I just wanted to give some feedback. A week ago I started my current bob's + angel's playthrough. I did a bob's playthrough in 0.11 or 0.12, so a lot has changed and angel's mods were completely new to me. I had first minor issues installing the mods. I was constantly confused whether informatio...
- Fri Oct 27, 2017 3:49 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 64698
Re: Friday Facts #214 - Concrete rendering
I love the new borders and stone textures, but the concrete looks too shabby imo. Concrete floor should be flat. If it is not flat, how exactly is it faster to drive over concrete than over dirt?
- Tue Apr 25, 2017 3:05 pm
- Forum: Not a bug
- Topic: [0.15.1] Combat Robot with wrong color
- Replies: 2
- Views: 1017
Re: [0.15.1] Combat Robot with wrong color
Ah, okay. Thanks for clearing that up!
- Tue Apr 25, 2017 2:32 pm
- Forum: Not a bug
- Topic: [0.15.1] Combat Robot with wrong color
- Replies: 2
- Views: 1017
[0.15.1] Combat Robot with wrong color
Hello, after loading a multiplayer map in single player, my combat robots had the color of the host: Combat Robot color.png How this happened: joined rommates map both of us changed colors, me first, then him. (played for a while) saved the map locally started map in singleplayer researched combat r...
- Fri Feb 24, 2017 8:42 pm
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 51694
Re: Friday Facts #179 - New resource graphics & concrete
The new ores look spot on! Very nice! One question though: will the ore-piece displacements be actually random in the game, or will you just create a set of randomly generated ore-tiles and include those? Former one would be cool af, but I imagine it would be hard for modders to create a similar eff...
- Mon Aug 22, 2016 10:27 am
- Forum: Implemented mod requests
- Topic: Enable/Disable Autoplace For Surfaces
- Replies: 4
- Views: 2236
Re: Enable/Disable Autoplace For Surfaces
Yes, but those autoplace controls only contain data about resources and enemies, not about tiles, trees and doodads.
- Sun Aug 21, 2016 5:42 pm
- Forum: Implemented mod requests
- Topic: Enable/Disable Autoplace For Surfaces
- Replies: 4
- Views: 2236
Enable/Disable Autoplace For Surfaces
Currently all surfaces autogenerate similar "worlds". It would be nice if one could disable certain things on different surfaces. AFAIK tiles, trees, resources, biters(+spawner and worms) and doodads are autoplaced. The specifications for a surface must be defined before the surface is gen...
- Sun Aug 21, 2016 12:03 pm
- Forum: Modding help
- Topic: Tile Generation Understanding
- Replies: 1
- Views: 879
Tile Generation Understanding
Hello Everyone. I'm currently working on a mod that adds some "biomes" to the world generation. Now I know that there are no real biomes in Factorio but noise-layers instead. However, what I do not understand is how moisture and temperature are involved. I did quite some research in the AP...
- Sat Aug 20, 2016 1:12 pm
- Forum: Modding help
- Topic: Restart the game on event
- Replies: 4
- Views: 1219
Re: Restart the game on event
Ah, okay, right. I was already wondering why the API said game.map_settings is a MapSettings but create_surface() requires Map Gen Settings. Okay, so those are two different things ;P Great, now that that works I'll look into autoplace, biomes and map generations! Maybe I'll make another dumb post a...
- Sat Aug 20, 2016 12:40 pm
- Forum: Modding help
- Topic: Restart the game on event
- Replies: 4
- Views: 1219
Re: Restart the game on event
Thanks Klonan! :D I actually came up with the same idea of creating a new surface, however, I can't figure out the way I have to pass map_settings argument the argument. map_settings is a nil value, so I figured you meant game.map_settings? However, that one does not work either. It tells me i'm att...
- Sat Aug 20, 2016 7:27 am
- Forum: Modding help
- Topic: Restart the game on event
- Replies: 4
- Views: 1219
Restart the game on event
This does not seem to be possible at the moment. At least I could not find any method to do so. I would like to restart the game when the rocket is launched and change some map generation settings, like changing the available biomes and changing ressources. i thought of something like this: require ...
- Fri Jul 08, 2016 8:06 pm
- Forum: News
- Topic: Friday facts #146 - The GFX workflow
- Replies: 42
- Views: 24927
Re: Friday facts #146 - The GFX workflow
I really, really like the facorio style workflow graph at the end. Who had the idea for that?
- Wed Jun 29, 2016 8:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Rail signal causes desync when placed on tight spot
- Replies: 2
- Views: 2057
[0.13.1] Rail signal causes desync when placed on tight spot
Hello Factorio Staff and Moderators, I was playing online with a friend without problems until we built our first train intersection, where a desync occurred. A few junctions later, we figured out the reason. Should be pretty easy to reproduce, however, in some rare cases and when rotating too much ...
- Wed Jun 29, 2016 6:12 pm
- Forum: 1 / 0 magic
- Topic: [0.13.1]Cannot connect or find game, worked on 0.13.0
- Replies: 1
- Views: 1137
Re: [0.13.1]Cannot connect or find game, worked on 0.13.0
Okay, he was back and we wanted to test it again so I could post some logfiles. After we Updated back again it just magically worked. I have no clue why but I assure you there was a problem....
Dangit, now I look like an idiot...
Dangit, now I look like an idiot...
- Wed Jun 29, 2016 4:39 pm
- Forum: 1 / 0 magic
- Topic: [0.13.1]Cannot connect or find game, worked on 0.13.0
- Replies: 1
- Views: 1137
[0.13.1]Cannot connect or find game, worked on 0.13.0
Hello Factorio Staff and Mods, Me and a friend started a new multiplayer world yesterday on 0.13.0. Due to the amount of new additions (which are awesome) and the integration of achievements we played vanilla, so no are mods involved. Everything worked fine and we put a good 6 hours into it. When we...
- Wed Jun 29, 2016 3:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] "Research" button off if tech has flavour text
- Replies: 16
- Views: 6275
Re: [0.13.1] "Research" button off the screen
Can confirm, I have the same issue, but only with a few researches. I sadly cannot tell wich exactly, as most are, well, already researched or not yet unlocked. From the currently available only Rocketry is bugged for me. Image: http://i.imgur.com/ApcMZPG.jpg Greetings, - Sauerkraut EDIT: Whoops, fo...
- Tue Jun 28, 2016 9:27 pm
- Forum: Duplicates
- Topic: [0.13.0] Public Server Browsing GUI thingy cut off
- Replies: 1
- Views: 579
[0.13.0] Public Server Browsing GUI thingy cut off
Hey Factorio Staff o/ I have enountered a GUI related bug. On the Public Server Browsing GUI the rightmost part of the table is cut off, so the Play Time column isn't readable. http://i.imgur.com/UMpsmYj.jpg I am playing with a lowered GUI Scale, however, changing the value does not affect the menu....
- Fri May 27, 2016 11:10 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 60890
Re: Friday Facts #140 - Soon
That railway crossing is AWESOME! I can't wait to enforce some safety regulation in my factory. All these workers run carelessly across the tracks and end up getting hit by a 89ton-diesel-locomotive! (what do you mean "I'm the the only worker on site"?)
- Sun Apr 24, 2016 12:07 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 40376
Re: [MOD 0.12.11+] Robotic Combinators
Hi, I just downloaded the latest ver (0.3.6) yesterday and tried playing with it. I am still seeing the bug that others were reporting... I think. The combinator reports the correct values and continues updating them correctly. However, at some point they freeze and stop working (it may have been o...