Search found 478 matches

by keyboardhack
Mon Sep 26, 2016 6:41 pm
Forum: Implemented mod requests
Topic: Entity prototype: ignore-transport-belt flag
Replies: 7
Views: 2349

Re: Entity prototype: ignore-transport-belt flag

It will be nice. But I think players who like to move spitters closer to their gun turrets with belts will be upset. But answer this: when was the last time you saw anyone do that? I haven't seen one save file so far that someone was doing that. ¨ Last mmo server i and a few others used belts to ki...
by keyboardhack
Fri Sep 16, 2016 3:33 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 310198

Re: [MOD 0.14.x] WaiTex 1.2.0: A HD Texture Pack

Hi, I'm playing with the unofficial Dytech update. I'm getting this error when i try to use Waitex with DyTech-Power : https://dl.dropboxusercontent.com/s/lzocg33npk8dfiy/Screenshot%20%281%29.png Error Util.cpp:57: Failed to load mod "WaiTex_Full 1.2.0" __WaiTex_Full__/data-final-fixes.lu...
by keyboardhack
Wed Sep 14, 2016 4:00 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 310198

Re: [MOD 0.14.x] WaiTex 1.2.0: A HD Texture Pack

Hi, I'm playing with the unofficial Dytech update. I'm getting this error when i try to use Waitex with DyTech-Power : https://dl.dropboxusercontent.com/s/lzocg33npk8dfiy/Screenshot%20%281%29.png Error Util.cpp:57: Failed to load mod "WaiTex_Full 1.2.0" __WaiTex_Full__/data-final-fixes.lu...
by keyboardhack
Mon Sep 12, 2016 2:15 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 310198

Re: [MOD 0.14.x] WaiTex 1.2.0: A HD Texture Pack

Running out of textures to improve. I think the only texture WaiTex is missing right now is the boiler which is missing because i can't not make it look like shit. Factorio version 0.14 Version 1.2.0 Added circuit connector thingie Added transport belt circuit connector Full version: https://github....
by keyboardhack
Mon Sep 12, 2016 12:23 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 310198

Re: [MOD 0.14.x] WaiTex 1.1.0: A HD Texture Pack

I'm hoping this is just an upload/timing issue and will resolve itself, but...somehow the mod got auto-updated to 1.1.1 and is listed as being incompatible with my Factorio 0.13.x installation, so Factorio disabled it. Love the mod though! Vanilla textures are quite low-res by contrast. That's inco...
by keyboardhack
Fri Sep 09, 2016 6:11 pm
Forum: News
Topic: Friday Facts #155 - Settling into fall
Replies: 63
Views: 32690

Re: Friday Facts #155 - Settling into fall

Amazing optimizations. This will allow people to make even more amazing combinator setups!
by keyboardhack
Sun Sep 04, 2016 8:53 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 310198

Re: [MOD 0.13.x] WaiTex 1.1.0: A HD Texture Pack

walking into a forest makes my computer spit blood.. is there a 0.13 version without tree changes? also dead biter/base bodies... or is there a way to make them despawn faster? I might do that but the problem right now is that i have to upload it as an entirely different mod to the mod page which i...
by keyboardhack
Fri Sep 02, 2016 8:02 pm
Forum: News
Topic: Friday facts #154 - Challenge us
Replies: 61
Views: 30604

Re: Friday facts #154 - Challenge us

Yay for high res textures. Really liking the new belts!
by keyboardhack
Mon Aug 29, 2016 1:38 am
Forum: Gameplay Help
Topic: Vehicle equipment grid
Replies: 2
Views: 1259

Re: Vehicle equipment grid

You have to mod them in.
by keyboardhack
Mon Aug 29, 2016 1:08 am
Forum: Ideas and Suggestions
Topic: Enable god mode while autosave
Replies: 1
Views: 1198

Re: Enable god mode while autosave

This should also be enabled while a client is catching up to the server.
by keyboardhack
Sun Aug 28, 2016 10:23 pm
Forum: Duplicates
Topic: [0.13.19] Construction bots not working
Replies: 2
Views: 1016

Re: [0.13.19] Construction bots not working

possibly same problem as this? viewtopic.php?f=47&t=9218
by keyboardhack
Tue Aug 23, 2016 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.17] Long progressbar in assembler
Replies: 3
Views: 2425

Re: [0.13.17] Long progressbar in assembler

Rseding91 wrote:What's a "get tank"?
It's supposed to give you any fluid. You select which fluid by selecing a recipe that gives the fluid.
by keyboardhack
Tue Aug 23, 2016 3:48 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.13.17] Default blueprint direction
Replies: 1
Views: 1612

[Rseding91] [0.13.17] Default blueprint direction

This bug is about consistent blueprint behavior. This is how it currently works. Take a blueprint of something and turn it 90deg with the r key. Put the blueprint back in the hotbar and then put it back into your hand. The blueprint still has the same orientation of 90deg. Now in all cases you would...
by keyboardhack
Tue Aug 23, 2016 3:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.17] Long progressbar in assembler
Replies: 3
Views: 2425

[0.13.17] Long progressbar in assembler

Start below save with mods and click the assembler to the right. The assemblers progressbar now fills the whole screen.

Image
Comparison-test.zip
save file
(3.2 MiB) Downloaded 111 times
mods.zip
(41.43 KiB) Downloaded 119 times
by keyboardhack
Mon Aug 22, 2016 5:20 pm
Forum: Modding help
Topic: Optimize Code - Tile Replacement
Replies: 6
Views: 1324

Re: Optimize Code - Tile Replacement

Okay, so currently I'm checking first a smaller square, if there is water, use the "false" version, if not, then check a larger square. The larger square includes the smaller square. How can I stop looking at tiles as soon as the first one tests positive for water. and/or how do I exclude...
by keyboardhack
Sat Aug 20, 2016 1:31 pm
Forum: This Forum
Topic: How to report spam
Replies: 4
Views: 2565

Re: How to report spam

Image
Right there.
by keyboardhack
Fri Aug 19, 2016 9:12 pm
Forum: News
Topic: Friday Facts #152 - Team production challenge
Replies: 46
Views: 26031

Re: Friday Facts #152 - Team production challenge

Kamel wrote:Only if we can go in and sabotage the other teams (i.e. blow them up :D)

Sounds like a great plan.
Looks like you can throw grenades at the other teams as they are close enough.
by keyboardhack
Wed Aug 17, 2016 7:00 pm
Forum: Mods
Topic: [Mod 0.16.x] Pipe Manager 0.2.4
Replies: 9
Views: 16302

Re: [Mod 0.13.x] Pipe Manager 0.2.0

steinio wrote:Nice, so what's new?
Nothing other than it works with 0.13 and i fixed a few crashes.
by keyboardhack
Wed Aug 17, 2016 6:51 pm
Forum: Ideas and Suggestions
Topic: auto drag roboport
Replies: 21
Views: 6037

Re: auto drag roboport

In many cases you want roboports to be right next to eachother. If this was implemented you would have to stop and click a lot more to place roboports in a line than you do right now to place roboport with a perfect distance between them. Because of that i think this feature would be more tedious th...

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