Search found 186 matches
- Sun Aug 28, 2016 6:42 am
- Forum: Mods
- Topic: [MOD 0.12.21] Automatic Item Collector
- Replies: 18
- Views: 18892
Re: [MOD 0.12.21] Automatic Item Collector
Make it .14 - which points to the mod being abandoned.
- Sat Aug 27, 2016 8:41 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 154216
Re: [0.13.x] Bob's Mods: General Discussion
Updated to .14 versions right now - now I can not even start Factorio anymore. Error message: "Error in assignId, recipe with name 'sulfuric acid' does not exist." How do I fix this? Which one do I ahve to update manually? (mod update in game does not work -this happens during startup, the...
- Sat Aug 27, 2016 8:02 am
- Forum: Releases
- Topic: Version 0.13.19
- Replies: 17
- Views: 13634
Re: Version 0.13.19
You need to fix the mod logic.
I am on 13.18. I just downloaded a mod that is marked as 14.0 or upward. Which breaks the mod.
The mod should not update to an incompatible version.
I am on 13.18. I just downloaded a mod that is marked as 14.0 or upward. Which breaks the mod.
The mod should not update to an incompatible version.
- Fri Aug 26, 2016 12:53 pm
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 61712
Re: Version 0.14.0
Ok, back to .13 - until more mod upates are coming.
- Fri Aug 26, 2016 12:03 pm
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 61712
Re: Version 0.14.0
You need to update. All mods broke. This definitely need some (a lot) more rework. But for now - waiting for the mods to update...
- Thu Aug 25, 2016 8:53 am
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 92091
Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons
So I need one breeder per reactor? Damn I had that so far, but because it looks nice - when I put up the reactor to full size that is going to be a little inconvenient with my current layout. Time to replan.
- Wed Aug 24, 2016 6:55 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50747
Re: [MOD 0.13] Vehicle Wagon 1.0.0
> Of course, you aren't allowed to load your aircraft onto wagons, as there'd be no point!
Why not? Transporting a small aircraft is doable IRL and it means I can have a train to go away AND have easy access to a scout plane - which DOES Make sense when for example building a remote base.
Why not? Transporting a small aircraft is doable IRL and it means I can have a train to go away AND have easy access to a scout plane - which DOES Make sense when for example building a remote base.
- Wed Aug 24, 2016 5:42 pm
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 92091
Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons
I agree. Now that I have a small plant running with 32 reactors I am astonished by the fact that "it just works" and delivers a great power density. I have one smallish patch quite far away (existing game, so I had to research new areas) and that will likely last my whole game. It is effic...
- Wed Aug 24, 2016 9:05 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 214471
Re: Electric energy
Actually we should reevaluate the fusion in powered armor ;) * I moved to play with the Nucular mod for nuclear powe - and I love it. While I can see some improovement, this is a good base. Not too simple, not too complex. * Energy density is unrealistically low - but a low higher than bob mod best ...
- Tue Aug 23, 2016 1:35 pm
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 92091
Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons
Finally a Uranium Patch It is quite far away, but at the same time close to 2 groups of total 15 oil wells... close enough that a small second base is not too much work. Finally. I wondered if I would ever play with uranium
- Tue Aug 23, 2016 7:51 am
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 122122
Re: Railroad
With a little more programming - every signal can count wait time over time (statistics - they collect a lot of them anyway) and this can be used to evaluate the length of a bypass allowed. If average wai time on a signal is 30 seconds, the detour should not take longer than 30 seconds + margin.
- Mon Aug 22, 2016 10:09 pm
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 92091
Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons
Just how rare is uranium?
Added the mod to my game using Bob and RSO.
Added around 500 chunks map on one edge of my explored map - and no uranium to be found (using the map label mod).
Added the mod to my game using Bob and RSO.
Added around 500 chunks map on one edge of my explored map - and no uranium to be found (using the map label mod).
- Mon Aug 22, 2016 12:42 pm
- Forum: Gameplay Help
- Topic: What is the simpliest way to supply outposts?
- Replies: 5
- Views: 4143
Re: What is the simpliest way to supply outposts?
Separate train. I run 6 wagon ore trains now. And my outposts have 3 stops per default - Build, Supply, Bulk. Bulk is where the trains get loaded. Supply is the station for the 6 wagon supply train (which also takes random crap in the last 2 wagons) Build is where I build the station - and what my p...
- Fri Aug 12, 2016 8:26 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Revamp Mod.
- Replies: 41
- Views: 22540
Re: [0.13.x] Bob's Revamp Mod.
Bob's advanced science pack and mk2 lab is required for the last rocket speed tech which is required for the rocket silo tech. But yeah, it would be nice if the rocket construction required more bobs stuff. The low density structures are made mostly of steel and copper;. Aluminium and/or titanium w...
- Tue Aug 02, 2016 7:13 am
- Forum: Releases
- Topic: Version 0.13.13
- Replies: 12
- Views: 16794
Re: Version 0.13.13
Confirm that too - though on a 7570
I see the FPS counter stuck at a solid 60FPS - but the game FEELS jittery.
I see the FPS counter stuck at a solid 60FPS - but the game FEELS jittery.
- Mon Jul 25, 2016 8:14 am
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 40355
Re: Version 0.13.10
It is worse because a download failure returns you to the unfiltered mod list.Jürgen Erhard wrote:So, it took 20, or 10? Because every failure means two more clicks, I assume 10 tries, 19 clicksdaggertx wrote:bp3959 wrote:
It eventually works if you keep retrying.
Cool, took about 10 clicks but it worked.
- Mon Jul 25, 2016 6:34 am
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 40355
Re: Version 0.13.10
[*]Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation). does this mean that the map generation is fixed ? like it used to be in 12 ? No, they made change in map generator in 0.13, they will not revert it. They just ...
- Sun Jul 24, 2016 4:56 pm
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 40355
Re: Version 0.13.10
Switched over to this one. The map FINALLY started to look sane (with default settings), so I give it a go So far no issues - except frame rate going down a little (60 to 50) when zooming out.
- Tue Jul 19, 2016 1:02 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 121605
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.2.3
Can I please have a download location for the last version working with Factorio 0.12?
- Sun Jul 17, 2016 5:07 pm
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 20616
Re: Thoughts on 0.13 Terrain Generation
I think it is not so much that it changed algo wise as it seems there is a simple error that some of the parameters either are not handled in the UI or otherwise get bothered. I.e. a simple programming bug which makes sure that the actual code doing map generation never sees the parameters. At least...