Search found 478 matches
- 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...
- 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...
- 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...
- 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....
- 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...
- 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!
- 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...
- 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!
- Thu Sep 01, 2016 2:27 pm
- Forum: General discussion
- Topic: Come and Guess #3: Stable Version of 0.14
- Replies: 14
- Views: 5019
- 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.
- 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.
- 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
- 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
It's supposed to give you any fluid. You select which fluid by selecing a recipe that gives the fluid.Rseding91 wrote:What's a "get tank"?
- 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...
- 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.
- 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...
- Sat Aug 20, 2016 1:31 pm
- Forum: This Forum
- Topic: How to report spam
- Replies: 4
- Views: 2565
Re: How to report spam
Right there.
- 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
Looks like you can throw grenades at the other teams as they are close enough.Kamel wrote:Only if we can go in and sabotage the other teams (i.e. blow them up )
Sounds like a great plan.
- 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
Nothing other than it works with 0.13 and i fixed a few crashes.steinio wrote:Nice, so what's new?
- 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...