Search found 62 matches
- Sun Nov 12, 2023 6:00 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 132804
Re: Friday Facts #384 - Combinators 2.0
Are we getting a "wait" feature added into our combinators now?

- Sun May 19, 2019 1:32 am
- Forum: Mods
- Topic: [MOD 1.0+] Larger Lamps
- Replies: 55
- Views: 25317
Re: [MOD 0.17] Deadlock's Larger Lamps

Bahahahahahaha
- Fri May 17, 2019 8:09 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 210
- Views: 161184
Re: [MOD 0.13] Big Bags - more space in your bags
I've made the changes myself, just wanted to make sure it was ok to redistribute that.
- Thu May 16, 2019 1:08 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 37808
Re: [MOD 0.16.x] NiceFill
Ah, I have landfill painting on, and so that combined with your mod is what's doing it, I missed that one, if I remove either of the two, it fixes the whole thing!
I'm guessing the problem is something along the lines of:
Nicefill makes pretty
landfill painting sees pretty, and has to replace it ...
I'm guessing the problem is something along the lines of:
Nicefill makes pretty
landfill painting sees pretty, and has to replace it ...
- Tue May 14, 2019 7:58 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 37808
Re: [MOD 0.16.x] NiceFill
https://www.dropbox.com/s/xup58g00qss8wvj/5CiPSd70OH.mp4?dl=0
There's what's happening, with Alien Biomes Landfill is called Grass, it lets you replace regular terrain, but without nicefill it functions normally, with nicefill it burns through the landfill as fast as you click and drag.
It ...
- Tue May 14, 2019 1:09 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 37808
Re: [MOD 0.16.x] NiceFill
https://www.dropbox.com/s/xup58g00qss8wvj/5CiPSd70OH.mp4?dl=0
There's what's happening, with Alien Biomes Landfill is called Grass, it lets you replace regular terrain, but without nicefill it functions normally, with nicefill it burns through the landfill as fast as you click and drag.
It still ...
There's what's happening, with Alien Biomes Landfill is called Grass, it lets you replace regular terrain, but without nicefill it functions normally, with nicefill it burns through the landfill as fast as you click and drag.
It still ...
- Mon May 13, 2019 7:43 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 37808
Re: [MOD 0.16.x] NiceFill
Hmmm... The thing is, NiceFill does not manipulate landfill itself, in fact, it activates only after the landfill is placed, and then just sets the proper texture for the changed tiles, it does not even "use" landfill.
Can you disable water blending in the settings and see if it changes anything ...
- Mon May 13, 2019 9:00 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 37808
Re: [MOD 0.16.x] NiceFill
So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have.
I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag.
I need some details, is ...
- Sun May 12, 2019 9:02 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 210
- Views: 161184
Re: [MOD 0.13] Big Bags - more space in your bags
Is it possible to get this updated for that character API change? I love the research extended reach thing, but I have a couple buddies that play this with me, and a few of them don't know how to change the file, and your license doesn't allow us to redistribute the modified file.
- Tue May 07, 2019 4:34 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 37808
Re: [MOD 0.16.x] NiceFill
So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have.
I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag.
I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag.
- Fri Mar 16, 2018 8:41 pm
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 47392
Re: Friday Facts #234 - Office pictures
I actually don't agree at all with making the landmines always visible, I'd rather see something more akin to having an upgrade for the radars that allows them to detect landmines within their radius of vision. It would add an extra level of importance to the radar, and make it more difficult for ...
- Wed Jul 12, 2017 9:20 pm
- Forum: Resource Spawner Overhaul
- Topic: Angels Infinite Ores and Fluid requirements
- Replies: 5
- Views: 5082
Re: Angels Infinite Ores and Fluid requirements
I do read the mod portal also. It's fairly cumbersome there to continue discussion.
Current behaviour was specifically added to work like that and I'm not keen on changing it. Vanilla game has a pretty annoying issue that covering ore that requires fluid and one that doesn't makes miner stop ...
Current behaviour was specifically added to work like that and I'm not keen on changing it. Vanilla game has a pretty annoying issue that covering ore that requires fluid and one that doesn't makes miner stop ...
- Wed Jul 12, 2017 12:34 am
- Forum: Resource Spawner Overhaul
- Topic: Angels Infinite Ores and Fluid requirements
- Replies: 5
- Views: 5082
Angels Infinite Ores and Fluid requirements
So with the Angel's Infinite Ores requiring fluid, is there a way to have the patches seperated out, so that Infinite ores(solid patch) are actually Quite rare, but if you do find one, they're purely infinite, and if not infinite it's just the regular ore patch (no infinite ores)? (I believe vanilla ...
- Tue Jul 11, 2017 10:07 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 210
- Views: 161184
Re: [MOD 0.13.X] Big Bags - more space in your bags
Yes, the mod portal feature does not ease the customization of mods.
I had a look at the new API and stacksize is still not editable afterwards. It's in the game data. So no possibility to increase it optionaly using a techno research.
Same with default request size (which can now be set to 1 in ...
I had a look at the new API and stacksize is still not editable afterwards. It's in the game data. So no possibility to increase it optionaly using a techno research.
Same with default request size (which can now be set to 1 in ...
- Tue Jul 04, 2017 2:13 am
- Forum: Mods
- Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
- Replies: 44
- Views: 28879
Re: [Library MOD 0.15+] Color Picker 0.3.0 - Factorio 0.15
In case you were not aware, Color Picker in .15.27 now throws an error on Line 45 of control.lua related to new changes on 15.27 remote calls


- Wed May 03, 2017 11:23 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio Multiplayer DeSync on Tank Entry
- Replies: 10
- Views: 4546
Re: Factorio Multiplayer DeSync on Tank Entry
No worries buddy, as soon as I can get ahold of the other dudes I'll get their dsync logs uploaded for you guys and Orzelek just to be sure!Rseding91 wrote:Thanks for the report. This should be fixed for the next version of 0.15.
Edit: yup, no Dsync's with latest version of RSO, and .15.6
- Wed May 03, 2017 12:12 am
- Forum: Resolved Problems and Bugs
- Topic: Factorio Multiplayer DeSync on Tank Entry
- Replies: 10
- Views: 4546
Re: Factorio Multiplayer DeSync on Tank Entry
Hmm, actually the desync looks pretty clean.
Is there any chance someone was building rails at the time it desynced? Using the rail-planner?
nah, I was in our base, (which was sorta close to our nuke reactor) and Thillthecool was riding around in a tank, the moment he explored a new section it ...
Is there any chance someone was building rails at the time it desynced? Using the rail-planner?
nah, I was in our base, (which was sorta close to our nuke reactor) and Thillthecool was riding around in a tank, the moment he explored a new section it ...
- Wed May 03, 2017 12:08 am
- Forum: Resolved Problems and Bugs
- Topic: Factorio Multiplayer DeSync on Tank Entry
- Replies: 10
- Views: 4546
Re: Factorio Multiplayer DeSync on Tank Entry
I never dsync'd as I was the host, I'll ask my viewers to send me their dsync logs if they're able
- Tue May 02, 2017 10:11 am
- Forum: Resolved Problems and Bugs
- Topic: Factorio Multiplayer DeSync on Tank Entry
- Replies: 10
- Views: 4546
Re: Factorio Multiplayer DeSync on Tank Entry
Post the desync report, see my signature.
Can you reliably reproduce the desync? If so please provide the exact steps.
It was something to do with RSO, we downgraded back to 3.0.0 version of RSO and the issue went away. Already sent the mod author this link.
However, here it is: https://www ...
Can you reliably reproduce the desync? If so please provide the exact steps.
It was something to do with RSO, we downgraded back to 3.0.0 version of RSO and the issue went away. Already sent the mod author this link.
However, here it is: https://www ...
- Tue May 02, 2017 2:31 am
- Forum: Resolved Problems and Bugs
- Topic: Factorio Multiplayer DeSync on Tank Entry
- Replies: 10
- Views: 4546
Factorio Multiplayer DeSync on Tank Entry
So a buddy trying to connect to my server, gets desync'd When using a tank to clear out biter nests. It the southernmost part, with the Label of Bacon Tank Crash here.
Here is my current Log, along with the zip of all used mods, and a copy of my savegame as well.
Logfile: https://www.dropbox.com ...
Here is my current Log, along with the zip of all used mods, and a copy of my savegame as well.
Logfile: https://www.dropbox.com ...