I am having the same issue,
Windows 10 Pro 64-Bit.
Search found 28 matches
- Tue Sep 15, 2015 5:26 am
- Forum: Technical Help
- Topic: Factorio starts as a background process
- Replies: 4
- Views: 8581
- Tue Mar 31, 2015 1:11 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.19+] Increments
by all means =)
- Sat Mar 21, 2015 10:52 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.19+] Increments
ok ill see if this helps, thanks alot
- Sat Mar 21, 2015 8:33 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.19+] Increments
im still looking on a way to fix, it involves changing the structure of my code. I have to do it anyways for the planned eclipse events and whatnot, but it might be a while like next week unless I magically figure it out. i mean to be specific the gui code is created when a player is first created, ...
- Sat Mar 21, 2015 7:49 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.19+] Increments
Unless someone wants to go over my files and figure it out, v1.2 breaks saves. You will have to start over. Unfortunately I'm too new to this to figure it out at the moment.
- Sat Mar 21, 2015 7:14 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.19+] Increments
well im having difficulty finding out how to reload in a save, it doesnt look like any mode does it (that ive checked so far) and the wiki is no help as usual.... IF anyone with the knowhow is reading this let me know how to update in a save specific files like control.lua
- Sat Mar 21, 2015 6:48 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.19+] Increments
ya i just noticed that migration wasnt working for saves... working on it
- Sat Mar 21, 2015 4:57 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.19+] Increments
new version up with lots of goodies, and addressing some of the feedback.
- Tue Mar 17, 2015 4:28 am
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.18+] Increments
Works fine, finish the download.
- Sat Mar 14, 2015 7:56 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.x] Increments
Its a matter of personal taste then I suppose. I like being forced to use machines, otherwise I hand craft to much. I have no intention of removing it, though you can easily disable it which I alluded to above (I sometimes do for play testing purposes). All the new items scale in such a way that the...
- Sat Mar 14, 2015 4:55 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.x] Increments
IT can be done and i have set it to x3 day/night cycles for version 1.2
LEts see if this is fun =)
LEts see if this is fun =)
- Sat Mar 14, 2015 3:40 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.x] Increments
Also I really like the suggestion of changing day or night to last loner... so like 2 days light, 2 days dark. Ill look to see if that is possible, if so I'll definitely add it to a future version.
- Sat Mar 14, 2015 3:33 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.x] Increments
I like not having night as other then accumulaters management i dont think it adds anything to the game. But however if there is a large demand for it I can re-add it and night related items and do as you suggest and alter the 12/12 part of it. As for the not crafting by hand you can use player.forc...
- Sat Mar 14, 2015 1:16 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.x] Increments
Ok 1.1 version is up fixing the equipment, and making it compatible with 11.18. Should update ur saves recipes.
- Sat Mar 14, 2015 11:50 am
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.x] Increments
Good question, seems that would be impossible. I hadnt had a chance to play test the super high tier stuff. These recipes are not my doing and looks like they are not very balanced (dont respect stack limitations). I'll go through them in a moment and add a 1.1 version.
- Thu Mar 12, 2015 10:25 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.x] Increments
To quote you on that -Things can only be crafted by machine Does that mean everything can only be crafted by assembly machines? even ingame normal items? So it makes this a kind of craft-only-assembly mod? Or is it only for the items that contain your mod :) ? Otherwise if thats the case then I wou...
- Thu Mar 12, 2015 9:44 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.x] Increments
My brother Palius who is also creating the mod, says he will add pictures and give explanations to further explain the mod. I'm somewhat impatiant with all that, so I'll leave it to him
- Thu Mar 12, 2015 4:43 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
Re: [MOD 0.11.x] Increments
-There is now a day/night cycle, currently 3x's as long for both -20 new accumulators, 2 additional types -Changed stack sizes of several things to better allow for automation, namely turret creation -Added new custom gui to enable/disable handcrafting on a game level -New productivity modules adde...
- Thu Mar 12, 2015 4:42 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22941
[MOD 0.11.19+] Increments
The aim of this mod is to is to add new options at each of the points in the game incrementally . To that end alot of base game stuff has been changed. You will find many new recipes and techs that gradually increase the quality of your items. Look to the second post for pictures of some of the new ...
- Fri Feb 20, 2015 1:23 am
- Forum: Modding help
- Topic: Question about modules
- Replies: 0
- Views: 783
Question about modules
I have a machine that recycles items. It works by smelting recipes into their base parts. However this wont work on modules. After removing module slots from the recycler machine it still doesnt alow modules to be placed in the resource part of the machine. Is there any way around this? This is some...