Search found 665 matches
- Fri Sep 12, 2014 7:19 am
- Forum: Ideas and Suggestions
- Topic: Multiplayer / Dedicated Factorio Ideas Thread.
- Replies: 5
- Views: 3582
Re: Multiplayer / Dedicated Factorio Ideas Thread.
No it is fine I did not find it offensive It's all good. I'm new and you did direct me to some great information. I wish I could of read some logs tonight but I spent the past 8 hours ripping out carpet in my moms basement. She had mold growing since she does not use a damn dehumidifier.
- Thu Sep 11, 2014 4:19 pm
- Forum: General discussion
- Topic: What are your plans for multiplayer?
- Replies: 15
- Views: 5717
Re: What are your plans for multiplayer?
I'm hoping to run a decent server for my community. Sounds like though might not have a full dedicated server feature but hell I don't mind getting another account and running it 24/7 on a Dedicated box
- Thu Sep 11, 2014 2:02 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer / Dedicated Factorio Ideas Thread.
- Replies: 5
- Views: 3582
Re: Multiplayer / Dedicated Factorio Ideas Thread.
Sorry I will admit I have not gone through all 50 of the logs as I'm brand new but I will take sometime this week and do that since it seems very valuable wealth of information. Though when people say Limitations from a game they wrote from the ground up I get confused. The only way around it would ...
- Thu Sep 11, 2014 1:17 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 192551
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
There's already a command to generate a section of the world and explore it at the same time: game.forces.player.chart({lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}}) Simply change the bounding box to the size you want and it will generate the map and explore it in that area...
- Thu Sep 11, 2014 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer / Dedicated Factorio Ideas Thread.
- Replies: 5
- Views: 3582
Multiplayer / Dedicated Factorio Ideas Thread.
Hello. My name is Kane Hart. I been running game servers and sites since I was about 14ish. I'm now almost 30 so that is about 15 years of experience. Please not this is a thread about ideas that I personally like to see and not a debate or a contest. But I would love to hear your ideas as well for ...
- Thu Sep 11, 2014 12:02 pm
- Forum: Mods
- Topic: [0.10.x] Terminal Chests
- Replies: 34
- Views: 28844
Re: [0.10.x] Terminal Chests
Nice bump. did not notice this one.
- Thu Sep 11, 2014 12:00 am
- Forum: Mods
- Topic: [MOD 0.10.x] ForDev's Power Mod [v0.5.0 WiP]
- Replies: 10
- Views: 16382
Re: [MOD 0.10.x] ForDev's Power Mod [v0.5.0 WiP]
How long does it run at 2.5MW I like the idea of it a lot. Does the uranium last quite a bit in it or will I need to be worried of running out quickly? The nice part of Nuclear in Real life is rods accentually last a long time. Be worth it for remote outposts and such.
- Wed Sep 10, 2014 2:02 am
- Forum: Gameplay Help
- Topic: Biters Teleporting, Or Coming from the ground?
- Replies: 4
- Views: 2693
Re: Biters Teleporting, Or Coming from the ground?
Damn not sure why their AI feels smarter today. I guess that is what happen. Not sure why they went all around. They seem to keep sneaking around a lot heh. Any tips on what they tend to target how to figure out their paths etc. I mean yes I see their base I put a turret between it does catch them b...
- Wed Sep 10, 2014 1:17 am
- Forum: Gameplay Help
- Topic: Biters Teleporting, Or Coming from the ground?
- Replies: 4
- Views: 2693
Biters Teleporting, Or Coming from the ground?
Not sure what is going on... This has happen 2-3 times tonight maybe more. For some reason the Biters are not coming from their base their just appearing in my base all the sudden. Best part I been streaming all night so I was able to easily catch one issue it was not the most clearest but take my w...
- Tue Sep 09, 2014 3:25 pm
- Forum: Technical Help
- Topic: Game seems to be doing Fast Compress Saves in Zip Format.
- Replies: 3
- Views: 5067
Re: Game seems to be doing Fast Compress Saves in Zip Format
Thanks so much. Glad to hear this. I was going crazy
- Tue Sep 09, 2014 3:02 pm
- Forum: Technical Help
- Topic: Game seems to be doing Fast Compress Saves in Zip Format.
- Replies: 3
- Views: 5067
Game seems to be doing Fast Compress Saves in Zip Format.
I rather have an option or even a hidden config option to disable this. I rather take a larger save any day then the Micro stuttering that are a cause from fast archiving with .zip.
For Devs: Option for Store rather then Fastest for Zip Libs
For Devs: Option for Store rather then Fastest for Zip Libs
- Tue Sep 09, 2014 1:10 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Alert Sound When Something breaks 100%.
- Replies: 3
- Views: 3930
Re: [Request] Alert Sound When Something breaks 100%.
That be amazing. I have no coding experience here but maybe someone will come up with something. Unless someone can give me the code I might be able to put the sound / code together lol.
- Tue Sep 09, 2014 11:06 am
- Forum: Mods
- Topic: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
- Replies: 66
- Views: 65319
Re: [0.10.x] Scrap Mod - now with recycling!
Nice looking mod
- Tue Sep 09, 2014 2:06 am
- Forum: Mods
- Topic: [MOD 0.10.x] Floors v0.0.2
- Replies: 56
- Views: 51647
Re: [MOD 0.10.x] Floors v0.0.2
I tried adding this mod and even naming it floors_0.0.2 or Floors_0.0.2 in 0.10.9 and it keeps erroring about concrete floors 2.
- Tue Sep 09, 2014 1:19 am
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29926
Re: [MOD 0.10.x] Time Display - v1.0.0
Thanks for this mod. Changing the zip name solved the loading issues in 0.10.9.
- Tue Sep 09, 2014 1:16 am
- Forum: Mods
- Topic: [0.11.x] Power-Switch-Mod v0.2.0
- Replies: 31
- Views: 35861
Re: [0.10.x] Power-Switch-Mod
Thank you. Working just fine in 0.10.9. Going to add it to my gameplay.
- Mon Sep 08, 2014 6:10 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 192551
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Devs might have something they use themselves. I assume for testing originally.OBAMA MCLAMA wrote:I requested a mod to do just that before. Pregen a larger portion of spawn then normal.
I think we might see it in the future.
- Mon Sep 08, 2014 4:15 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 192551
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Hello. This looks like an amazing mod and would be the first mod I would install and test out for my first modded series. I was wondering though is there a way to sort of pregen a large part of the world and the map to get an idea of the settings I'm using. Not sure if there is a debug command or so...
- Mon Sep 08, 2014 10:05 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Alert Sound When Something breaks 100%.
- Replies: 3
- Views: 3930
[Request] Alert Sound When Something breaks 100%.
So I noticed that there is an alert sound I think from detected and maybe damaging Biters. But I would love to see a sound effect linked to the explosion or death of a tile. For example I noticed on the Mini Map / Alert Icon shows a explosion / Mushroom Cloud. I would love a simple alert sound hooke...
- Mon Sep 08, 2014 9:56 am
- Forum: Videos
- Topic: The Journey to a Megabase! - With Kane Hart - 0.12.10
- Replies: 22
- Views: 24666
Re: Let's Play Factorio Demo v0.10.9
Old Games: Old Games: Welcome to Kane Hart's Mega Factorio Thread. Countdown to Live Stream (Live): https://www.youtube.com/watch?v=KKBNCVwlKZk (Link Changes Daily) Youtube Let's Play Series: Coming Soon! Streams: Youtube Stream (Will show up in channel activity when live): http://youtube.com/Stone...