http://www.filedropper.com/autosave1
http://www.filedropper.com/autosave2
http://www.filedropper.com/autosave3
Search found 126 matches
- Fri Sep 19, 2014 5:54 pm
- Forum: 1 / 0 magic
- Topic: 0.10.12 corrupted map contains id not in dictionary
- Replies: 2
- Views: 4417
- 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
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
- 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.
please provide a picture if you don't find it.
- 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 )
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 )
- 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?
- 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
give me a tank/buldozer to ride through woods
- 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.
- 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
- 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
- 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"
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"
- 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 ...
i feel you see this more as a sabotaging game then a coop ...
- 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...
- Wed Aug 06, 2014 4:58 pm
- Forum: General discussion
- Topic: Purist challenge
- Replies: 9
- Views: 4643
- 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.
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.
- 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.
i wish they woud use "p" to see what is producing and what not. Anyways i'm still following it.
- 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?
- 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 ...
- Wed Jul 30, 2014 1:47 pm
- Forum: Ideas and Requests For Mods
- Topic: superradar/scanner
- Replies: 6
- Views: 5261
- 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
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
- 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...