Search found 351 matches
- Thu Aug 06, 2015 8:28 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 97252
[MOD 0.12.x] Factorio Maps
Type: Mod Name: Factorio Maps Description: This mod creates a Google Map of your Factorio game. It will create a local html file, nothing has to be uploaded for it to work. License: Free for all Version: 0.5.9 Release: 2016-01-16 Tested-With-Factorio-Version: 0.12.24 (minimum required: 0.12.11, for ...
- Thu Aug 06, 2015 8:05 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 77036
Re: [0.11.x] Factorio Maps
good catch, mixing lua and javascript's baaad, mmkay
looks like the mod's ready for 0.12 tnx!!
[MOD 0.12.x] Factorio Maps
looks like the mod's ready for 0.12 tnx!!
[MOD 0.12.x] Factorio Maps
- Wed Aug 05, 2015 1:28 pm
- Forum: Technical Help
- Topic: game.take_screenshot question.
- Replies: 1
- Views: 2479
Re: game.take_screenshot question.
https://forums.factorio.com/wiki/inde ... screenshot
showentityinfo = [false] -- since 0.11.0. Display information show with the ALT key (orientation and assembler recipes)
[edit] the wiki is outdated, 0.12.x command is show_entity_info = true
showentityinfo = [false] -- since 0.11.0. Display information show with the ALT key (orientation and assembler recipes)
[edit] the wiki is outdated, 0.12.x command is show_entity_info = true
- Wed Aug 05, 2015 9:36 am
- Forum: Gameplay Help
- Topic: Frontline Logistics Supply
- Replies: 3
- Views: 5713
Re: Frontline Logistics Supply
I split up my logistic networks, placing them really close together, but just outside connecting distance. Then at the edge of the main network i place requester chests for walls, turrets and repair kits, with inserters bridging the 2 networks. The inserters output to passive provider chests in the ...
- Sat Aug 01, 2015 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2][slpwnd]Spitter getting stuck on tree near my base
- Replies: 2
- Views: 3682
[0.12.2][slpwnd]Spitter getting stuck on tree near my base
Win 8, x64, no mods, a spitter is freaking out behind a tree, kinda scares me
(not moving, just it's head, stuck behind a tree)
savegame: https://www.dropbox.com/s/p0ljexkeotj7u ... 3.zip?dl=0
(not moving, just it's head, stuck behind a tree)
savegame: https://www.dropbox.com/s/p0ljexkeotj7u ... 3.zip?dl=0
- Fri Jul 31, 2015 9:13 am
- Forum: 1 / 0 magic
- Topic: [0.12.1]"Unexpected error" during multiplayer
- Replies: 2
- Views: 7409
Re: [0.12.1]"Unexpected error" during multiplayer
A quick search for the translation: " A socket operation was attempted to an unreachable host."
For what I've seen so far it's something wrong with the network settings on the clients side. Sometimes disabling Malwarebytes seems to help.
For what I've seen so far it's something wrong with the network settings on the clients side. Sometimes disabling Malwarebytes seems to help.
- Mon Jul 27, 2015 9:29 am
- Forum: General discussion
- Topic: End Belts
- Replies: 8
- Views: 11233
Re: End Belts
What I've been doing is putting a single belt-to-ground at the end, inserters will still take from it and place in it, but turning the belt is much simpler
- Sun Jul 26, 2015 9:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1 - minor] MP - Repairing line of items stutters
- Replies: 3
- Views: 5573
Re: [0.12.1 - minor] MP - Repairing line of items stutters
You're right, it gets repaired, and it is a big improvement over 0.11, that's the reason I put "minor" in the title. I made the post because I really don't want the game to be the cause of epileptic seizures
- Sat Jul 25, 2015 4:56 pm
- Forum: Duplicates
- Topic: [0.12.1] Inserter speed depends on orientation
- Replies: 3
- Views: 6029
Re: [0.12.1] Inserter speed depends on orientation
Right, I thought I remembered seeing a post about it, but couldn't find it.. too many sub-forums in Bug Reports!
- Sat Jul 25, 2015 2:04 pm
- Forum: Duplicates
- Topic: [0.12.1] Inserter speed depends on orientation
- Replies: 3
- Views: 6029
Re: [0.12.1] Inserter speed depends on orientation
Can confirm, I've done some tests, and for me it's the same in 0.11.22 and 0.12.1, Win 8 - X64: http://i.imgur.com/cmfXYTE.png 2800 items, no stack bonus. West, South and East have 707,707,706, while North has 680. nikow has the following numbers: " <nikow> north 1167 plates, east 1212 plates, ...
- Sat Jul 25, 2015 12:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1 - minor] MP - Repairing line of items stutters
- Replies: 3
- Views: 5573
[0.12.1 - minor] MP - Repairing line of items stutters
Repairing a line of items in MP, while running and keeping the mouse pressed, makes the screen skip back and forth. I use this a lot for repairing walls, in SP you can use the repair tool and run along the wall, the player will stop when something is damaged and continue running when it's repaired. ...
- Sat Jul 25, 2015 12:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] [Multiplayer] picking up line of items skips
- Replies: 7
- Views: 13429
Re: [0.11.16] [Multiplayer] picking up line of items skips
It seems to be fixed in 0.12
- Fri Jul 24, 2015 9:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1]Turrets don't attack one biter.
- Replies: 6
- Views: 2215
Re: [0.12.1]Turrets don't attack one biter.
You have found the very rare pet-biter
- Fri Jul 24, 2015 11:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] [Rseding91] Constructionbots repairing Combatbots
- Replies: 6
- Views: 4975
Re: [0.12.0] Constructionbots repairing Combatbots
(It has been this way since construction bots were added to the game, not a bug, but a feature request..) I agree, I understand the need for construction bots to repair everything that's damaged, but it's rather amnoying behaviour, so I suggest locking the bots in cages and only letting them out whe...
- Thu Jul 23, 2015 8:18 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 77036
Re: [0.11.x] Factorio Maps
With the help of Oxyd en RSeding91 I've update the code for 0.12, it generates the images again, only problem is, the .html doesn't show anything. I'll try to fix it this weekend, until then, this is what I've got so far.
- Thu Jul 16, 2015 8:21 pm
- Forum: Videos
- Topic: 20 Factorio Life Hacks
- Replies: 2
- Views: 5982
Re: 20 Factorio Life Hacks
The quit button?FishSandwich wrote:This was pretty cool. And there was actually a tip I didn't know about.
Liked the video, please make more, with more advanced tips
- Sun Jun 07, 2015 7:53 pm
- Forum: Technical Help
- Topic: [0.11.22] Stuttering, flickering waiting icon in MP (show_multiplayer_waiting_icon)
- Replies: 0
- Views: 1511
[0.11.22] Stuttering, flickering waiting icon in MP (show_multiplayer_waiting_icon)
I've been playing a multiplayer game with my brother now for a couple of weeks, and it worked like a charm. Yesterday however, all of a sudden, he's been getting constant game stuttering (show_multiplayer_waiting_icon is blinking all the time). It doesn't matter if he is 'host' or I start the game, ...
- Fri May 29, 2015 7:00 pm
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 83050
Re: Friday Facts #88 - Combinators
this is easily the best Friday Facts this week!
also.. want.. right.. now!
also.. want.. right.. now!
- Thu May 21, 2015 7:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.22] Can't download scenarios today, but I could y'day
- Replies: 8
- Views: 4899
Re: [0.11.22] Can't download scenarios today, but I could y'day
it's working now for me
- Sun May 17, 2015 10:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.22] Can't download scenarios today, but I could y'day
- Replies: 8
- Views: 4899
Re: [0.11.22] Can't download scenarios today, but I could y'day
same here, win 64 zip file version, fresh download. 0.002 2015-05-17 12:10:28; Factorio 0.11.22 (Build 14011, win64) 0.002 Operating system: Windows 8 0.002 Read data path: C:/Games/Factorio_0.11.22 MP/data 0.002 Write data path: C:/Games/Factorio_0.11.22 MP 0.002 Binaries path: C:/Games/Factorio_0....