Search found 67 matches

by billw
Tue Jul 28, 2015 1:00 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 196445

Re: General Discussion

Yeah, I get that, I really do, but it's essentially saying 'changes' in the changelog. Yeah, we get it, there are changes, but we want to know what changed. What if you nerfed the steam engines to half their current output? I'd want to know that ahead of time. I mean mate, if can't remember, I coul...
by billw
Tue Jul 28, 2015 8:19 am
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 196445

Re: General Discussion

To be fair its pretty simple just to load your game and see what changes as well. If power output suddenly halved that should tell you all you need to know.
by billw
Sun Jul 26, 2015 11:37 am
Forum: Mods
Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
Replies: 61
Views: 54423

Re: [0.12.X] Rail Logic Arrows

Sorry, but what is a rail arrow?
by billw
Sun Jul 26, 2015 11:35 am
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 144881

Re: Bugs and problems

I don't understand, I can't load map crash factorio :/ (it makes me think that there isn't an error of 5Dim) I think the map is corrupted, I don't know why it is corrupted but I cant load it You start map on 0.12, 0.11 or 0.12.1? If you are talking about my save it has other mods, you can see the l...
by billw
Sat Jul 25, 2015 5:03 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 144881

Re: Bugs and problems

I updated to your latest builds and I get "unknown ingredient type 13" trying to load my SP save.
by billw
Fri Jul 24, 2015 10:27 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 144881

Re: Bugs and problems

I like this mod a lot, so thanks for putting the work in! A few of my issues with it: - cost doesn't seem balanced for inserters: the super fast ones are cheaper than standard fast inserters! They use more energy but they should be expensive to build as well in my opinion. Maybe a red circuit each? ...
by billw
Fri Jul 24, 2015 10:21 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 128997

Re: [0.12] Bugs, crashes & other issues

No it was two separate occasions. Both times I was at the end(ish) of the track though. It is totally possible that when I did make it work it was because I laid a bit more straight track in front first, so I will test again tonight thanks! In my case it didn't even need to be an additional straigh...
by billw
Fri Jul 24, 2015 12:38 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 128997

Re: [0.12] Bugs, crashes & other issues

Was the trying a few times with FARL _exactly_ at the same position? I managed to reproduce it only if i drove farl all the way to the end of a track. When trying a few pixels before it didn't crash. That's why i called it rare ;) No it was two separate occasions. Both times I was at the end(ish) o...
by billw
Thu Jul 23, 2015 11:03 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 128997

Re: [0.12] Bugs, crashes & other issues

http://i.imgur.com/CNA9qQM.png Get this in multiplayer (0.12, version 0.3.11). I know it isn't very latest version but your fix notes don't mention a fix for this. It desyncs the other player until I get out of the FARL. Strangely I have managed to get it to work in MP after trying a few times, and...
by billw
Thu Jul 23, 2015 10:00 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424850

Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!

I just had a look at the code I see an error. I will test at lunch time.
by billw
Wed Jul 22, 2015 11:21 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424850

Re: [MOD 0.12.x] Natural Evolution v3.0.6 - All things Alien!

Okay I modified this to use the force of the converter building to set force of converted spawners. I no longer get any crashes where I did before, although I was playing multiplayer but on my own (I will test more tomorrow when I have someone to play with). I'm only uploading this to help the autho...
by billw
Wed Jul 22, 2015 11:00 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424850

Re: [MOD 0.12.x] Natural Evolution v3.0.6 - All things Alien!

Yeah it fixes the initial base kill crash, however: http://i.imgur.com/WmiPjWC.png Obviously I am playing MP! The result of ignoring this on both clients is that the bases don't die, they flicker at minimum health but stay alive. According to wiki game.player is for single player only, it needs to u...
by billw
Wed Jul 22, 2015 11:24 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424850

Re: [MOD 0.12.x] Natural Evolution v3.0.6 - All things Alien!

Having a problem here. When I destroy the first enemy base the game crashes. Any idea whats going on? Same issue in MP. Disabling the mod allowed us to carry on, but I'm worried it will be too easy now! I will try enabling again tonight, when I get the crash I will try and fix it and post here again.
by billw
Mon Jan 12, 2015 5:52 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 189813

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Regarding MP: I had the same problem, I could get around the initial crash by starting the game in single player then loading that game in MP. However after a couple of hours I got a crash, something to do with "creating a block with invalid coordinates -255949, 255949" (not the exact mess...
by billw
Fri Dec 19, 2014 2:31 pm
Forum: News
Topic: Friday Facts #64 - The plans
Replies: 89
Views: 69306

Re: Friday Facts #64 The plans

Another problem with the space ship limited building area thing is that not all people find trying to fit a factory into a limited area fun. Some people like making massive factories that sprawl, some people enjoy controlled chaos, some people are interested in what is produced not how it is produce...
by billw
Thu Dec 18, 2014 1:30 pm
Forum: News
Topic: Friday Facts #64 - The plans
Replies: 89
Views: 69306

Re: Friday Facts #64 The plans

I thought the premise of Factorio is that you are a scout sent ahead of a colony ship to prepare the planet for its arrival? And the rocket defense is meant to protect the colony ship during landing? How does making a ship and selling stuff make any sense in this context? Surely another just as simp...
by billw
Fri Oct 31, 2014 5:21 pm
Forum: Releases
Topic: Version 0.11.0
Replies: 81
Views: 98016

Re: Version 0.11.0

dingbat91 wrote:My friend and I are getting quite significant Desync across internet atm. just to mention for internet mp'ers
So I'm planning to try it using hamachi over internet tonight, were you doing this?
by billw
Wed Sep 10, 2014 12:59 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 77273

Re: [MOD 0.10.2] Automatic Rail Laying Machine

Yeah it took me ages to figure out that I was meant to use the mouse to set direction, I just assumed it would be directional keys! Only problem with that is the directional keys are also used for specifying what branch to take while moving along existing line. What would be nice is if the rail layi...
by billw
Tue Sep 09, 2014 8:11 pm
Forum: Modding help
Topic: Container AND rotatable?
Replies: 4
Views: 2003

Re: Container AND rotatable?

Thanks for the reply. Yeah I read that about the rotatable, but I've decided it wouldn't be the best solution to make this hopper a container anyway as I only want it to be able to contain and pick up ores, not any item type. So I'm thinking I will manage contents outside the entity using global obj...
by billw
Mon Sep 08, 2014 8:31 pm
Forum: Modding help
Topic: Container AND rotatable?
Replies: 4
Views: 2003

Container AND rotatable?

So I knocked up a quick prototype of the Ore Hoppers I mentioned in the Ideas/Requests forum ( https://forums.factorio.com/forum/viewtopic.php?f=33&t=5707 ). They work really well so far, but I don't have a great grasp on the entity system, so just need a bit of help with getting them working ri...

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