Search found 28 matches

by Justin Festa
Tue Sep 15, 2015 5:26 am
Forum: Technical Help
Topic: Factorio starts as a background process
Replies: 4
Views: 8581

Re: Factorio starts as a background process

I am having the same issue,

Windows 10 Pro 64-Bit.
by Justin Festa
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 =)
by Justin Festa
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
by Justin Festa
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, ...
by Justin Festa
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.
by Justin Festa
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
by Justin Festa
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
by Justin Festa
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.
by Justin Festa
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.
by Justin Festa
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...
by Justin Festa
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 =)
by Justin Festa
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.
by Justin Festa
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...
by Justin Festa
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.
by Justin Festa
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.
by Justin Festa
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...
by Justin Festa
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 ;)
by Justin Festa
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...
by Justin Festa
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 ...
by Justin Festa
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...

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