Search found 126 matches

by safan
Thu Sep 18, 2014 6:03 pm
Forum: 1 / 0 magic
Topic: 0.10.12 corrupted map contains id not in dictionary
Replies: 2
Views: 4417

0.10.12 corrupted map contains id not in dictionary

http://www.filedropper.com/alderaan

Little bit pissed since all my save games (of this particular map) are corrupted in this way.

Well it's called a beta for a reason.

keep up the good works
by safan
Thu Sep 11, 2014 4:58 pm
Forum: Gameplay Help
Topic: help with trains
Replies: 6
Views: 2639

Re: help with trains

have you checked that there are arrows on every piece of rail? For a full round you need to put a straigth piece between every curve.

please provide a picture if you don't find it.
by safan
Sun Aug 24, 2014 7:21 pm
Forum: Pending
Topic: [0.10.8] autosave bug - logistics?
Replies: 5
Views: 4953

Re: [0.10.8] autosave bug - logistics?

well i haven had it anymore since then

it happened two times in a row, on that 3.58 autosave, then the third time i tried to recreate, it passed (so the save was overwritten)

plenty of free room (i have only one game installed :) )
by safan
Sat Aug 23, 2014 11:58 am
Forum: Pending
Topic: [0.10.8] autosave bug - logistics?
Replies: 5
Views: 4953

Re: [0.10.8] autosave bug - logistics?

is this helpful?
by safan
Sat Aug 23, 2014 7:10 am
Forum: News
Topic: Friday Facts #48 Long term thinking
Replies: 25
Views: 27367

Re: Friday Facts #48 Long term thinking

... but explodes after hitting 5 trees?

give me a tank/buldozer to ride through woods :)
by safan
Sun Aug 17, 2014 8:02 pm
Forum: News
Topic: Friday Facts #47 - CRC fun
Replies: 18
Views: 23747

Re: Friday Facts #47 - CRC fun

lucky you, on a playsession of 4 hours i average to 4 crashes to desktops, one of wich factioro won't restart until i did a full reboot. I have no idea how to help the devs.
by safan
Sat Aug 16, 2014 12:05 pm
Forum: Pending
Topic: [0.10.8] autosave bug - logistics?
Replies: 5
Views: 4953

[0.10.8] autosave bug - logistics?

So as soon as i start using my first construction robots, the next time an autosave occurs, the game crashes and the autosave can't be opened
by safan
Fri Aug 15, 2014 8:45 pm
Forum: Questions, reviews and ratings
Topic: Mod filename rules for 0.10.7 and later
Replies: 29
Views: 34708

Re: Mod filename rules for 0.10.7 and later

to solve this, don't change the name of the directory, but open the json file and change the name of the mod to what the directory is named
by safan
Sun Aug 10, 2014 2:01 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 77510

Re: [MOD 0.10.2] Automatic Rail Laying Machine

i haven't bothered with automatic curves anymore after the few first times:
I just fill it with straight rails and do the curves manually

i wish it would do curves only after an explicit command, and that you could say "45 90 or 180 degrees"
by safan
Sat Aug 09, 2014 6:00 am
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 216785

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

except that this time you made a "prank" of it and put him nowhere he needed to be

i feel you see this more as a sabotaging game then a coop ...
by safan
Sat Aug 09, 2014 5:56 am
Forum: Show your Creations
Topic: Monumental Building - The Hydra Dilemma #17
Replies: 5
Views: 3151

Re: Monumental Building - The Hydra Dilemma #17

honestly, this was bad the part where you tried to be entertaining was not, the part where you tried to be productive ... was also not it took you 10 minutes to see that plates were the problem, by then you had made a mess of the smart inserter production you even admitted that you don't know how th...
by safan
Wed Aug 06, 2014 7:23 am
Forum: General discussion
Topic: Using a main conveyor track.
Replies: 27
Views: 11709

Re: Using a main conveyor track.

the fun part of factorio is that you can see this happening yourself by experimenting.

But yes, this is one of the first things you learn. However its still useful to use 2 sides of the belt, so with 2 conveyors you can move 4 materials.
by safan
Tue Aug 05, 2014 7:48 pm
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 216785

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

i had quite a laugh out of the "what?" "why?" "where?" five minutes that every player need before anyone can start.
i wish they woud use "p" to see what is producing and what not. Anyways i'm still following it.
by safan
Tue Aug 05, 2014 4:06 pm
Forum: Gameplay Help
Topic: Any way to make car more armored?
Replies: 8
Views: 3355

Re: Any way to make car more armored?

there is a recent mod that mods in a tank, maybe somethink for you?
by safan
Wed Jul 30, 2014 3:56 pm
Forum: Ideas and Requests For Mods
Topic: Production alerts
Replies: 3
Views: 3805

Re: Production alerts

i would do this with -alt- making the production bars of assemblers and plants visible. Then you can zoom out, and anything that hasn't a moving green bar is in trouble ...
by safan
Wed Jul 30, 2014 1:47 pm
Forum: Ideas and Requests For Mods
Topic: superradar/scanner
Replies: 6
Views: 5261

Re: superradar/scanner

i have created this mod

I just made the existing radars more powerful.

thanks for the support.
by safan
Wed Jul 30, 2014 1:44 pm
Forum: Mods
Topic: [MOD 0.10.x] Advanced radars
Replies: 3
Views: 7335

[MOD 0.10.x] Advanced radars

This mod adds 2 tiers of radars, after researching 2 technologies.
The radars uses more power, but can explore an increased area.

Very simple mod, i just used existing icons.

v 0.1.1
- 2 technologies
- 2 radars
by safan
Wed Jul 30, 2014 5:28 am
Forum: Ideas and Requests For Mods
Topic: superradar/scanner
Replies: 6
Views: 5261

Re: superradar/scanner

okay, thought it over a little more and i come to this: tech: probe: needs rocketry 100 reds and 100 greens items: probe control center: launches probes general probe: on consumation discovers 9 times the area of a normal radar (3x3 blocks) specific probe: on consumation discovers one resource in an...

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