can we please have one of these too, to tow behind the car (or the tank ):
https://youtu.be/lnK9S80pwwk?t=2m24s
Search found 351 matches
- Fri May 15, 2015 5:53 pm
- Forum: News
- Topic: Friday Facts #86 - Trees
- Replies: 86
- Views: 55878
- Fri Jan 23, 2015 8:25 pm
- Forum: News
- Topic: Friday Facts #46
- Replies: 35
- Views: 32170
Re: Friday Facts #46
/agreed
and tanks, and gates!
and tanks, and gates!
- Thu Jan 08, 2015 7:26 pm
- Forum: Mods
- Topic: [0.11.3] MPlayers: MP info on players in game.
- Replies: 3
- Views: 6557
Re: [0.11.3] MPlayers: MP info on players in game.
I haven't been updating this mod since 0.11.4 or so, so something has probably been changed in the game since then. This mod deletes all GUIs when someone joins, and redraws them a short while later, just to avoid the desyncs. Maybe something in that area has been changed.
- Sat Dec 20, 2014 10:12 am
- Forum: News
- Topic: Friday Facts #65 - Hello from India
- Replies: 9
- Views: 20691
Re: Friday Facts #65 - Hello from India
11 C here, too bad it comes with quite a bit of wind and rain
Hf in India slpwnd, do you have a (public) blog with some more pictures?
Hf in India slpwnd, do you have a (public) blog with some more pictures?
- Thu Dec 11, 2014 6:34 pm
- Forum: Off topic
- Topic: The Ctrl+V Game
- Replies: 218
- Views: 113446
Re: The Ctrl+V Game
Wrote a new time-of-day calculator that determines a proper sun glow from latitude, time of year, and time of day. Now, equatorial regions have the same long days year-round, while northern areas have shallow days or varying lengths, and can even have no proper night at certain times of year.
- Fri Dec 05, 2014 9:01 pm
- Forum: Spread the Word
- Topic: Vote for Factorio!!
- Replies: 11
- Views: 26051
Re: Vote for Factorio!!
too late, I've already votedkovarex wrote:I think that 2015 will be better year for that kind of stuff
- Wed Nov 19, 2014 8:49 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 113829
Re: [MOD 0.11.x] TimeButtons v0.2.1
Fixes to get it working until it gets fixed by darius456: 1) change the file name to TimeButtons_0.2.1.zip 2) in control.lua, delete the lines game.oninit(function() init = 0 end) game.onload (function() init = 0 end) and replace them with game.onevent(defines.events.onplayercreated, function(event)...
- Wed Nov 19, 2014 7:13 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Rocket Defense Blueprint
- Replies: 12
- Views: 10172
Re: Rocket Defense Blueprint
Wow, this looks awesome
- Wed Nov 19, 2014 9:24 am
- Forum: Not a bug
- Topic: [0.10.12] Can't Save With Multiple Factorio Instances
- Replies: 6
- Views: 2863
Re: [0.10.12] Can't Save With Multiple Factorio Instances
I haven't tested on 0.10.12, but 0.11.3 on Win 7 x64 gives me an error when I try to start a second instance, "Can't start because log files are in use by other process" (the first instance).elliotpotts wrote:Edit: I'm on linux x64 though this doesn't look to be platform dependent
- Mon Nov 17, 2014 10:12 pm
- Forum: Mods
- Topic: [0.11.3] MPlayers: MP info on players in game.
- Replies: 3
- Views: 6557
[0.11.3] MPlayers: MP info on players in game.
A small Multi Player mod that shows who is currently in your game, along with their position and a ascii compass pointing to the other player(s). Also, there's some buttons :P JamesOFarrell and I made this mostly as a proof of concept so you can build GUIs in MP, feel free to steal it :) http://i.im...
- Mon Nov 17, 2014 8:19 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73140
Re: [0.11.x] Factorio Maps
0.11.3 broke the mod, can't create a GUI in game.oninit anymore it seems, so small fix, it works again
Changelog:
17 nov 2014: v0.4.1
- Small change to make it work in 0.11.3
Changelog:
17 nov 2014: v0.4.1
- Small change to make it work in 0.11.3
- Mon Nov 17, 2014 9:23 am
- Forum: Gameplay Help
- Topic: The Console: What is it and How do I use it?
- Replies: 6
- Views: 17419
Re: The Console: What is it and How do I use it?
are you using version 0.11.x ? In 0.10 you can drop the /c, and use "game.player.force.laboratoryspeedmodifier = 1"
- Sun Nov 16, 2014 12:17 pm
- Forum: Multiplayer
- Topic: How to simulate multiplayer
- Replies: 6
- Views: 13221
Re: How to simulate multiplayer
What I've done: - Download the .zip version of the game, change the settings the way you like them, make sure the mod folder is there, etc. - In Options, Graphics, disable Multisampling, set Quality to low and disable Bitmap Cashing, so you don't run out of VRAM when starting multiple clients. - Cop...
- Fri Nov 14, 2014 6:27 pm
- Forum: Releases
- Topic: Version 0.11.3
- Replies: 48
- Views: 53686
Re: Version 0.11.3
Thanks very much, my game had just reached the Age of Trains, and can now move on to the Age of Rocket Defense!
- Thu Nov 13, 2014 11:01 am
- Forum: Technical Help
- Topic: I have no reply from support@factorio.com
- Replies: 3
- Views: 3702
Re: I have no reply from support@factorio.com
Are you saying he has been lying before, or has he answered a lie?cube wrote:kovarex relied to you a moment ago
- Thu Nov 06, 2014 12:08 pm
- Forum: Modding help
- Topic: Number of active players in game
- Replies: 3
- Views: 1187
Re: Number of active players in game
So i set up a MP game, player 2 joins, player 2 quits, and i run this in player 1's console:
And it prints nothing, so the table game.players still holds the character of players that have quit.
Code: Select all
/c if game.players[2].character == nil then
game.players[1].print("i'm not here")
end
- Tue Nov 04, 2014 7:59 pm
- Forum: Modding help
- Topic: Number of active players in game
- Replies: 3
- Views: 1187
Number of active players in game
Is there a way to show the number of active players in game? I'm using #game.players atm, but I've noticed that when a player leaves, he stays in the game.players table, so I can't see if the players in there are really ingame (not sure if this is a bug). Anyone got a workaround?
- Tue Nov 04, 2014 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Change key for Pause Game
- Replies: 4
- Views: 2123
Re: Change key for Pause Game
Have you read what it says beneath "Pause" on that button? Better not
- Tue Nov 04, 2014 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Change key for Pause Game
- Replies: 4
- Views: 2123
Change key for Pause Game
I've seen quite a few people having problems with the game freezing and a grid appearing over their screen: they were typing and accidently hit shift-space. I think it might be a good idea to change the default to something like 'p' or 'shift-p', because it isn't quite clear that the game is paused ...
- Tue Nov 04, 2014 6:22 pm
- Forum: Implemented Suggestions
- Topic: [0.11] gates should be placeable over walls
- Replies: 4
- Views: 1405
Re: [0.11] gates should be placeable over walls
Shouldn't kovarex be home, redecorating/restoring his apartment after you all have lived there for 3 years?