Search found 41 matches

by Sauerkraut
Sun Feb 25, 2018 11:36 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3254
Views: 553661

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...
by Sauerkraut
Fri Oct 27, 2017 3:49 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 125
Views: 27150

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?
by Sauerkraut
Tue Apr 25, 2017 3:05 pm
Forum: Not a bug
Topic: [0.15.1] Combat Robot with wrong color
Replies: 2
Views: 425

Re: [0.15.1] Combat Robot with wrong color

Ah, okay. Thanks for clearing that up!
by Sauerkraut
Tue Apr 25, 2017 2:32 pm
Forum: Not a bug
Topic: [0.15.1] Combat Robot with wrong color
Replies: 2
Views: 425

[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...
by Sauerkraut
Fri Feb 24, 2017 8:42 pm
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 108
Views: 26311

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...
by Sauerkraut
Mon Aug 22, 2016 10:27 am
Forum: Implemented mod requests
Topic: Enable/Disable Autoplace For Surfaces
Replies: 4
Views: 1136

Re: Enable/Disable Autoplace For Surfaces

Yes, but those autoplace controls only contain data about resources and enemies, not about tiles, trees and doodads.
by Sauerkraut
Sun Aug 21, 2016 5:42 pm
Forum: Implemented mod requests
Topic: Enable/Disable Autoplace For Surfaces
Replies: 4
Views: 1136

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 generates, so...
by Sauerkraut
Sun Aug 21, 2016 12:03 pm
Forum: Modding help
Topic: Tile Generation Understanding
Replies: 1
Views: 416

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 API and on t...
by Sauerkraut
Sat Aug 20, 2016 1:12 pm
Forum: Modding help
Topic: Restart the game on event
Replies: 4
Views: 521

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...
by Sauerkraut
Sat Aug 20, 2016 12:40 pm
Forum: Modding help
Topic: Restart the game on event
Replies: 4
Views: 521

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...
by Sauerkraut
Sat Aug 20, 2016 7:27 am
Forum: Modding help
Topic: Restart the game on event
Replies: 4
Views: 521

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 ...
by Sauerkraut
Fri Jul 08, 2016 8:06 pm
Forum: News
Topic: Friday facts #146 - The GFX workflow
Replies: 42
Views: 14376

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?
by Sauerkraut
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: 815

[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 ...
by Sauerkraut
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: 564

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...
by Sauerkraut
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: 564

[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...
by Sauerkraut
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: 2665

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...
by Sauerkraut
Tue Jun 28, 2016 9:27 pm
Forum: Duplicates
Topic: [0.13.0] Public Server Browsing GUI thingy cut off
Replies: 1
Views: 192

[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....
by Sauerkraut
Fri May 27, 2016 11:10 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 34108

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"?)
by Sauerkraut
Sun Apr 24, 2016 12:07 pm
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 30107

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...
by Sauerkraut
Fri Jan 08, 2016 7:05 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 115
Views: 66824

Re: Friday Facts #120 - Spidertron

I can't wait to pilot the Spidertron! It sounds really usefull, especially when you can interact with your factory and expand it without having to exit the spidertron. The new concrete textures look really beautifull, especially the edges. I like it! If you'd excuse me know, i saw a really interesti...

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