Search found 23 matches

by thegreyman
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.
by thegreyman
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!
by thegreyman
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....
by thegreyman
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...
by thegreyman
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.
by thegreyman
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!
by thegreyman
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

Kadaban wrote:High Explosive Cannon Shell needs itself as part of the recipe.
I've updated my mod a bit ago since I missed that. Grab the 1.2 version from my page.
by thegreyman
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...
by thegreyman
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 ...
by thegreyman
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...
by thegreyman
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...
by thegreyman
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 ...
by thegreyman
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.
by thegreyman
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...
by thegreyman
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 ...
by thegreyman
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.
by thegreyman
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.
Image
by thegreyman
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.
by thegreyman
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...
by thegreyman
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

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