Search found 60 matches
- Mon Apr 24, 2017 4:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] "Value must be a dictionary in property tree at ROOT.other"
- Replies: 52
- Views: 23555
Re: [0.15.0] Startup problem with Factorio
I've deleted the contents on %APPDATA%/Factorio and the game still won't load.
- Wed Sep 07, 2016 9:49 pm
- Forum: Mods
- Topic: [MOD 0.12.33+] Sane Concrete
- Replies: 11
- Views: 6803
Re: [MOD 0.12.33+] Sane Concrete
So, just as a bit of context, the original recipe already makes sense. The iron ore isn't there for rebar -- it's there because that's a valid way to make cement. For example, [pulled from wikipedia], Siliceous (ASTM C618 Class F) Fly Ash-based cement is 11% Iron Oxide -- so having the recipe inclu...
- Tue Sep 06, 2016 1:19 am
- Forum: Mods
- Topic: [MOD 0.12.33+] Sane Concrete
- Replies: 11
- Views: 6803
Re: [MOD 0.12.33+] Sane Concrete
Done: https://mods.factorio.com/mods/Untouche ... e-ConcreteBizobinator wrote:Can you update the mod for 0.14 please?
- Thu Jun 30, 2016 12:21 am
- Forum: Mods
- Topic: [MOD 0.12.33+] Sane Concrete
- Replies: 11
- Views: 6803
Re: [MOD 0.12.33+] Sane Concrete
I'll be honest, it wasn't hard. Literally one line of code.
- Wed Jun 29, 2016 10:28 pm
- Forum: Mods
- Topic: [MOD 0.12.33+] Sane Concrete
- Replies: 11
- Views: 6803
Re: [MOD 0.12.33+] Sane Concrete
I sure can. Give me a couple of minutes.
Done: https://mods.factorio.com/mods/Untouche ... e-Concrete
Done: https://mods.factorio.com/mods/Untouche ... e-Concrete
- Wed Jun 08, 2016 9:23 pm
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 129024
Re: [MOD 0.12.x] AdvancedEquipment_0.5.7
Precisely.sparr wrote:I think he was asking why it requires research, not why it requires a second item. They could just both be unlocked at the same time.
- Wed Jun 08, 2016 2:24 am
- Forum: Implemented Suggestions
- Topic: Expanded Production Info/chart
- Replies: 13
- Views: 13315
Show fluids in production panel
merged with existing suggestion
-- daniel34
Show the production and consumption rates of Sulfuric acid, Petroleum, Lubricant, etc... in the production panel.
-- daniel34
Show the production and consumption rates of Sulfuric acid, Petroleum, Lubricant, etc... in the production panel.
- Wed Jun 08, 2016 1:10 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 129024
Re: [MOD 0.12.x] AdvancedEquipment_0.5.7
Why do I need to research the ability to turn a battery sideways?
- Fri Jun 03, 2016 6:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Electricity by XyLe
- Replies: 23
- Views: 15570
Re: [MOD 0.12.x] Electricity by XyLe
It'd be cool if I could replace the tier 1 panels with tier 2 panels (and so forth) like you can with assemblers and furnaces. Yeah that would be nice. This can be achieved by adding: fast_replaceable_group = "solar-panel" to the solar panel's entity definition. See assembling-machine-1 i...
- Thu Jun 02, 2016 2:53 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Electricity by XyLe
- Replies: 23
- Views: 15570
Re: [MOD 0.12.x] Electricity by XyLe
It'd be cool if I could replace the tier 1 panels with tier 2 panels (and so forth) like you can with assemblers and furnaces.
- Mon May 30, 2016 7:05 pm
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 67711
Re: [MOD 0.12.33] Logistics Railway 1.0.8
If you limit the number of slots in a wagon that information will be lost when the logistics entity is turned back into a wagon entity.
- Sat May 28, 2016 6:34 pm
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 99290
Re: [MOD 0.12.X] Water Well 1.0.9
I'm using version 1.0.7 but I've noticed that if you place a water well as part of a blueprint, the water well doesn't work because you have to choose a recipe.
- Fri May 27, 2016 3:50 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 214688
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Hey there just wanted to let you know that in the ALS gui, concrete and batteries' icon don't render.
- Thu May 26, 2016 5:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 129024
Re: [MOD 0.12.x] AdvancedEquipment_0.5.7
Excellent. I was looking for a mod that adds higher tiers of armor and combat stuff without changing the vanilla stuff.
- Wed May 25, 2016 6:32 pm
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 67711
Re: [MOD 0.12.33] Logistics Railway 1.0.8
When a wagon for example stops over a passive supplier rail segment and its inventory is dumped into the entity provided by the track, does this entity have the same hitbox that a regular wagon would?
- Tue May 24, 2016 10:56 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326664
Re: [MOD 0.12.30+] SmartTrains 0.3.82
I have an L-CC-L train with the two wagons being two Rail Tankers from the RailTankers (v1.3.0) mod and the train is set to refuel when it has less than 25 coal, but instead of going to "Refuel L-CC-L" it tries to go to the Refuel station which doesn't work. I updated Smart Trains to 0.3.8...
- Mon May 23, 2016 6:59 pm
- Forum: Mods
- Topic: [MOD 0.12.33+] Sane Concrete
- Replies: 11
- Views: 6803
[MOD 0.12.33+] Sane Concrete
Type: Mod
Name: Sane Concrete
Description: Mod that changes concrete to use iron sticks as rebar instead of iron ore
License: MIT
Version: 1.0.0
Release: 2016-05-23
Tested-With-Factorio-Version: 0.12.33
Category: Gameplay
Name: Sane Concrete
Description: Mod that changes concrete to use iron sticks as rebar instead of iron ore
License: MIT
Version: 1.0.0
Release: 2016-05-23
Tested-With-Factorio-Version: 0.12.33
Category: Gameplay
- Tue May 03, 2016 5:11 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 43765
Re: [MOD 0.12.x] Water maze
The landfill mod lets you create land with stone and FARL lets you place concrete over water. What I want to do is have a series of rail-connected islands where each island performs a very specific job, one creates green circuits, one processes oil, etc... I haven't found a bridge mod that does what...
- Tue May 03, 2016 2:46 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 43765
Re: [MOD 0.12.x] Water maze
This might be a bit outside the scope of your mod but could you add a pattern that adds medium-to-large blobs of land random distances apart without connecting land?
- Mon May 02, 2016 6:33 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Bridge Railway
- Replies: 16
- Views: 17660
Re: [MOD 0.12.x] Bridge Railway
There actually is a concrete bridges mod! I like to use these two together for this reason. :) Zeeth_Kyrah , link? Here's the updated Roadways mod with concrete bridges: https://forums.factorio.com/viewtopic.php?f=94&t=14437 You can't place rails on those unfortunately so it's not much use.