Search found 60 matches

by UntouchedWagons
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.
by UntouchedWagons
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...
by UntouchedWagons
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

Bizobinator wrote:Can you update the mod for 0.14 please? :)
Done: https://mods.factorio.com/mods/Untouche ... e-Concrete
by UntouchedWagons
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.
by UntouchedWagons
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
by UntouchedWagons
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

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.
Precisely.
by UntouchedWagons
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.
by UntouchedWagons
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?
by UntouchedWagons
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...
by UntouchedWagons
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.
by UntouchedWagons
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.
by UntouchedWagons
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.
by UntouchedWagons
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.
by UntouchedWagons
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.
by UntouchedWagons
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?
by UntouchedWagons
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...
by UntouchedWagons
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
by UntouchedWagons
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...
by UntouchedWagons
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?
by UntouchedWagons
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.

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