Search found 23 matches
- Thu Dec 14, 2017 4:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.2] Rail Planner creates rails for free
- Replies: 2
- Views: 2567
[wheybags] [0.16.2] Rail Planner creates rails for free
While laying track by using the rail planner, if the amount placed is more than what you have in your hand, the difference is not subtracted from your inventory. For instance, while holding one track placing a line of seven tracks only subtracts the one from your hand.
- Thu Jun 30, 2016 8:16 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 31817
Re: [0.13] Tankwerkz Unlimited v0.3.1
Full approval from me for vlczero to update/change this mod! Happy tanking!
- Tue Jul 07, 2015 1:19 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 131819
Re: The von Neumann Thread
*Day Four* I believe I've built the largest stock foundry I've ever done yet. 60 each of iron and copper furnaces. Right now, I have a surplus of iron and copper ore as neither are running near 100% capacity, but I know as the circuit network needs improvement, those demands will grow exponentially....
- Thu Jun 11, 2015 2:42 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 131819
Re: The von Neumann Thread
*Start recording* Well, back to the grind. The vacation the brass let me take was nice, although a little bit short. I'd prefer to stay on the beaches of Vega Minor, but I do have to pay the bills. It seems they've had a few colonies that haven't gotten off the ground lately, so the bosses that be d...
- Tue Mar 17, 2015 3:00 am
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22932
Re: [MOD 0.11.18+] Increments
File seems to be corrupted. Unable to access with Factorio while zipped, and unable to unzip outside the game.
- Mon Feb 23, 2015 2:06 pm
- Forum: Mods
- Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
- Replies: 28
- Views: 49633
Re: [0.11.x] Tankwerkz Unlimited v0.1.2
I can look into it guys!
- Wed Dec 17, 2014 6:17 am
- Forum: Mods
- Topic: [0.11.6] tno Modpack V2.8
- Replies: 126
- Views: 61039
Re: [0.11.x] tno Modpack V2.7
I've updated my mod a bit ago since I missed that. Grab the 1.2 version from my page.Kadaban wrote:High Explosive Cannon Shell needs itself as part of the recipe.
- Thu Dec 11, 2014 8:10 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 131819
Re: The von Neumann Thread
Mission Update Incoming: Looks like that one swarm of Biters was an aberration. I spent quite a lot of time setting up defenses, only they were never tested again. Ah well, I'm sure when the colonists begin landing, the biters will begin attacking in more force. I was forced to expand the Power Plan...
- Wed Dec 03, 2014 8:35 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 131819
Re: The von Neumann Thread
Mission Update: Systems Critical. Rerouting power. Subsystems inoperable. Realigning backups..... Wow. The biters must have been irritated by the deaths of their friends. There was no warning, there was no small wave to precede the horde. I didn't approach any of the hives too close to set off this ...
- Wed Dec 03, 2014 2:12 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 131819
Re: The von Neumann Thread
Mission Update: Snapshots incoming....................100% downloaded. Basically, it's the Foundry in the south, Assembly Plant is in the north which delivers the resources by train to the western Research Facility. I've started construction of the full Power Plant in the east, along with a refuelin...
- Wed Dec 03, 2014 5:20 am
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 131819
Re: The von Neumann Thread
Mission Update: End of the first day: Base building is progressing well. The minerals deposits near the start are quite rich and promise to allow extreme growth. The Foundry and Assembly plant have their initial sections created and the Research Outpost is almost done. Several trains are deployed to...
- Tue Dec 02, 2014 3:27 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 131819
Re: The von Neumann Thread
Mission status report: Looks like I've been activated to start colonization of another world. It's good to know they need my expertise, but bad to think many of the other seeders haven't been getting their quota in. Initial landing points are promising. Resources are plentiful, although coal may be ...
- Mon Dec 01, 2014 3:04 pm
- Forum: Mods
- Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
- Replies: 28
- Views: 49633
Re: [0.11.x] Tankwerkz Unlimited v0.1.2
Correct formula done on Hi-EX shells.
I blame Bob's mods for missing it as I'm currently trying to work through his complicated assembly system.
I blame Bob's mods for missing it as I'm currently trying to work through his complicated assembly system.
- Mon Nov 17, 2014 5:19 pm
- Forum: Mods
- Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
- Replies: 28
- Views: 49633
[0.11.x] Tankwerkz Unlimited v0.1.2
Welcome to Tankwerkz (c), the location for all your tanking needs! We supply the blueprints for your creation enjoyment! We are pleased to announce several new items for your amusement including... 3 New tanks! 5 New Types of ammo! 9 New Technologies! Murder and death to all alien life forms! So, wi...
- Fri Nov 14, 2014 5:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [11.2] Connecting trains - Fixed with 11.3!
- Replies: 0
- Views: 1125
[11.2] Connecting trains - Fixed with 11.3!
_Edit_ WOW! You guys are quick! I posted and it was fixed with a full patch in under an hour! Playing campaign (again) New Hope, 2nd Mission. While setting up a double sided train to travel to secondary metal fields, game crashes when placing train sections on track. First train section of any type ...
- Mon Nov 10, 2014 2:02 pm
- Forum: Mods
- Topic: [Mod 11.1] Hi-EX Tank shells
- Replies: 9
- Views: 9894
Re: [Mod 11.1] Hi-EX Tank shells
Thanks for the help and improvements guys. First mod, so I'm still learning! Version 0.2 is up.
- Fri Nov 07, 2014 4:49 pm
- Forum: Mods
- Topic: [Mod 11.1] Hi-EX Tank shells
- Replies: 9
- Views: 9894
Re: [Mod 11.1] Hi-EX Tank shells
New item. Cosmetically, it looks the same and appears right next to the old version.
- Fri Nov 07, 2014 3:40 pm
- Forum: Mods
- Topic: [Mod 11.1] Hi-EX Tank shells
- Replies: 9
- Views: 9894
Re: [Mod 11.1] Hi-EX Tank shells
I think running "/c game.player.force.resettechnologies()" from the console will help.
"/c game.player.force.resetrecipes()" is helpful when recipes change.
"/c game.player.force.resetrecipes()" is helpful when recipes change.
- Thu Nov 06, 2014 9:35 pm
- Forum: Mods
- Topic: [Mod 11.1] Hi-EX Tank shells
- Replies: 9
- Views: 9894
[Mod 11.1] Hi-EX Tank shells
Super Edit: This project was rolled into my other mod Tankwerkz Unlimted (c) at https://forums.factorio.com/forum/viewtopic.php?f=14&t=6751 . Head over there for the latest and greatest! I like the tank, but I was unhappy with the ammunition. The original tank round felt more like an Armor Pierc...
- Thu Sep 18, 2014 6:44 pm
- Forum: Modding help
- Topic: Player Reach/Crafting speed
- Replies: 3
- Views: 2159
Re: Player Reach/Crafting speed
The manualcraftingspeedmultiplier is part of the force descripitions, and if you set it to a higher value your crafting goes up. I'd rather not mess with the hard values tho, and would prefer to mess with multipliers like exoskeletons do.
https://forums.factorio.com/wiki/inde ... =Lua/Force
https://forums.factorio.com/wiki/inde ... =Lua/Force