Search found 1459 matches

by kingarthur
Wed Mar 02, 2016 7:47 am
Forum: Multiplayer
Topic: bobs mods mp
Replies: 5
Views: 1882

bobs mods mp

im hosting a game of all of bobs mods and fat controller.
the ip address 71.72.67.7
can also added me on steam as arthurk1991
ive also added a zipped folder with the mods ive inculded
by kingarthur
Sun Feb 21, 2016 8:56 pm
Forum: Multiplayer
Topic: Searching German/English speaking people :)
Replies: 5
Views: 3137

Re: Searching German/English speaking people :)

ya i have teamspeak and a headset. im ready whenever you are
by kingarthur
Sun Feb 21, 2016 12:28 pm
Forum: Multiplayer
Topic: Searching German/English speaking people :)
Replies: 5
Views: 3137

Re: Searching German/English speaking people :)

ya thats right its 7am here. im available all day today. i usually work some on the weekends third shift. would be from about 1am to 1pm ur time. im free the rest of the time
by kingarthur
Sun Feb 21, 2016 6:56 am
Forum: Multiplayer
Topic: Searching German/English speaking people :)
Replies: 5
Views: 3137

Re: Searching German/English speaking people :)

im interested. im in us eastern timezone -5gmt if i converted that right. is that ok
by kingarthur
Wed Feb 03, 2016 8:39 am
Forum: General discussion
Topic: Factorio Bandwidth Usage
Replies: 4
Views: 16884

Re: Factorio Bandwidth Usage

off the top of my head i would say somewhere in the range of 10s to 100s of kilobits per second. i can test it later at home and see what i get
by kingarthur
Wed Sep 30, 2015 8:52 am
Forum: Technical Help
Topic: Production Question
Replies: 3
Views: 5808

Re: Production Question

im not 100% on this but i believe its all done on the cpu because its calculated during the processing of each tick. do you have the same issue if you open the power grid window. you also stated that you have checked the system components for bottle necks. when you check the cpu are you looking at i...
by kingarthur
Mon Sep 28, 2015 3:53 am
Forum: Modding help
Topic: Player speed
Replies: 0
Views: 2913

Player speed

im trying to make a small mod that would allow a player to research tech to increase player movement speed. in the demo.entites file there is a player entity listed with a running speed but i can seem to find a way to modify it via research. any help would be greatly appreciated as im trying to make...
by kingarthur
Sat Sep 26, 2015 5:23 am
Forum: Mods
Topic: [MOD 12.X] Up Your Arsenal
Replies: 5
Views: 8924

Re: [MOD 12.X] Up Your Arsenal

so ive been doing some tests for planned features and managed to create a gun that shoots boxes. it replaces the explosion with wooden chests, so any object that is hit by it gets a box. i dont think im going to leave that feature in but i wanted to share results.
by kingarthur
Fri Sep 25, 2015 3:11 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 149007

Re: Bugs and problems

just checked it will the latest farl and 5dim mods and everything seems to be working. no glitches showed up at all even with cargo wagons attached and layed track with farl.
by kingarthur
Wed Sep 23, 2015 4:39 am
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 149007

Re: Bugs and problems

im using the 5dim 1.0.0 mods and farl 0.4.1. farl did have an new version release that says it fixed the issue but i havnt had time to check it yet
by kingarthur
Mon Sep 21, 2015 9:04 pm
Forum: Mods
Topic: [MOD 12.X] Up Your Arsenal
Replies: 5
Views: 8924

Re: [MOD 12.X] Up Your Arsenal

actually this was the fatman im referring to from fallout(wiki link here. http://fallout.wikia.com/wiki/Fat_Man)
fatman
fatman
fallout fatman.jpg (7.94 KiB) Viewed 8798 times
. and ya im working on a few ideas. im going to start adding pic soon.
by kingarthur
Mon Sep 21, 2015 7:42 am
Forum: Modding help
Topic: multirocketshot
Replies: 13
Views: 7868

Re: multirocketshot

ah, i didn't realize i needed the table.insert for that. and thanks for the script it was my next task and you saved me a lot of time trying to reverse engineer it from something. the mods is updated with tech and recipes now if anybody wants to play with it. https://forums.factorio.com/forum/viewto...
by kingarthur
Mon Sep 21, 2015 7:33 am
Forum: Mods
Topic: [MOD 12.X] Up Your Arsenal
Replies: 5
Views: 8924

Re: [MOD 12.X] Up Your Arsenal

1. ya, your right ill have it moved over. 2. I've started on that and have a recipe for it that require crafting a rockets for it and right now its just been added as part of rocketry tech. it will mostly get moved at some point. 3. i know making more powerful weapons weakens the biters but as it is...
by kingarthur
Mon Sep 21, 2015 4:53 am
Forum: Modding help
Topic: multirocketshot
Replies: 13
Views: 7868

Re: multirocketshot

another small issue. ive got the recipes created and items created for the ammo. i cant figure out how to update the rocketry tech to add my items recipes to be unlocked by it. data.raw.technology["rocketry"].effects,{type = "unlock-recipe", recipe = "mini-rocket"}, {ty...
by kingarthur
Mon Sep 21, 2015 12:21 am
Forum: Mods
Topic: [MOD 12.X] Up Your Arsenal
Replies: 5
Views: 8924

[MOD 12.X] Up Your Arsenal

Type: Mod Name: Up Your Arsenal Description: Adding some more wepons and ammo types Version: 0.0.1 Release: 2015-09-20 Tested-With-Factorio-Version: 0.12.8 Category: Alpha, Item, Gameplay, Tags: guns, ammo Its time to get out toys. The point of this mod is to add different weapons, ammo, vehicles, a...
by kingarthur
Sun Sep 20, 2015 9:38 pm
Forum: Modding help
Topic: multirocketshot
Replies: 13
Views: 7868

Re: multirocketshot

thanks guys for the help. after i corrected the data:extend issue the way Kajanor posted it loads now and rockets now have magazines to them. just got to get the multi rocket part to work but should be easier to figure out now that i have slept.
by kingarthur
Sun Sep 20, 2015 11:51 am
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 149007

Re: Bugs and problems

i came across an issue last night where after adding 5dim mods to my game the farl loco graphics freak out and dont line up with the tracks even as a ghost just hovering over the tracks to place it. i also have dytech and bobs mods installed your trains and theirs are all fine. i disabled both dytec...
by kingarthur
Sun Sep 20, 2015 11:42 am
Forum: Modding help
Topic: multirocketshot
Replies: 13
Views: 7868

Re: multirocketshot

ya i tried that already. it goes back to giving the original error about a table being expected
by kingarthur
Sun Sep 20, 2015 11:01 am
Forum: Modding help
Topic: multirocketshot
Replies: 13
Views: 7868

Re: multirocketshot

thanks that got that error to go away. now its coming up with this. error2.jpg all my brackets seem to be closed. data.extend( type = "ammo", name = "explosive-rocket", icon = "__base__/graphics/icons/explosive-rocket.png", flags = {"goes-to-main-inventory"}, ...
by kingarthur
Sun Sep 20, 2015 9:12 am
Forum: Modding help
Topic: multirocketshot
Replies: 13
Views: 7868

multirocketshot

im trying to create modded explosive rockets that fire multiple rockets with one shot and i keep getting an error when i try to load it up about dataloader.lua looking for a table that doesn't exist.
The attachment error.jpg is no longer available
im not sure what the issue is to fix it

Go to advanced search