Search found 361 matches
- Fri Jul 08, 2016 4:15 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 196067
Re: Version 0.13.0
i playing now experimental, but in some mods something went wront. (upgrade mod (for longer underground belts)) it says its incompatible with current version? because i updatet it from, 11 to 12.0. my question is, what are the main changes for modding? or what could i do, that these nice mod work a...
- Tue Jul 05, 2016 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Release/Provide MOD IDE
- Replies: 8
- Views: 3801
Re: Release/Provide MOD IDE
Ssilk, im interested in trying Phpstorm - can you provide the configuration files you use ? Well. That is quite simple till now I just added an include path /Applications/factorio.app/Contents/data to the include-paths. Which looks then through all the provided libs etc. that Factorio will bring. W...
- Mon Jul 04, 2016 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Release/Provide MOD IDE
- Replies: 8
- Views: 3801
Re: Release/Provide MOD IDE
Ssilk, im interested in trying Phpstorm - can you provide the configuration files you use ? Maybe a screen shot or two of the integration you made I personally use PhpStorm, which has a very fine plugin for lua, which - when added the right includes - becomes quite comfortable. But I'm sure that is ...
- Sat Jul 02, 2016 11:24 pm
- Forum: Releases
- Topic: Version 0.13.3
- Replies: 47
- Views: 31298
Re: Version 0.13.3
I don't know where best to put this I have some (balance) feedback for the experimental branch: Many bonus researches provide an extra bonus if you finish the last upgrade. I really really like that so I hope there will be extra bonuses for all of them in the final version. (final +grenade damage f...
- Sat Jul 02, 2016 11:04 pm
- Forum: Mods
- Topic: [MOD 0.14] Red Alerts 1.1.2
- Replies: 54
- Views: 62852
Re: [MOD 0.12.35] Red Alerts 1.0.5
Looking forward to using this mod in 0.13 any chance of having the power sensor being able to connect to the circuit network so that you can then activate the power switch The power sensor is really just an accumulator, and all accumulators are now connectable to the circuit network. So you don't e...
- Sat Jul 02, 2016 1:50 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 231529
Re: [MOD 0.13] Warehousing v0.0.10
Factorio won't run if you don't change the folder name to match the name in info, and Migrations don't work for testing if they don't match version number. It makes using Git with Factorio mod numbers a pain. Maybe try what I do: manage the repos under one folder outside of the game folder and when...
- Sat Jul 02, 2016 10:42 am
- Forum: Releases
- Topic: Version 0.13.3
- Replies: 47
- Views: 31298
Re: Version 0.13.3
Where has curved rail gone? Even if I load a game with curved rail in it - I don't have the option to make it. OMG - RTFM :D :D :D :D :D :-) not everyone reads Friday Facts. Unless it was in the changlog that popped up when upgrading, it's unfair to assume they know as much as you. That's why I gav...
- Sat Jul 02, 2016 10:21 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 205309
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
I'm also adding hebrew today so when it comes, it has Hebrew locale !jakimfett wrote:I put in a pull request on Github to update ALS for Factorio v0.13.0.
I also put in two bug reports for closing the GUI with the escape key and search not updating in v0.2.12 and v0.2.13.
- Sat Jul 02, 2016 9:46 am
- Forum: Mods
- Topic: [MOD 0.14] Red Alerts 1.1.2
- Replies: 54
- Views: 62852
Re: [MOD 0.12.35] Red Alerts 1.0.5
Ohhh - having those two work in tandem makes me wanna get jiggy with my future-wifeTheChaz wrote:Looking forward to using this mod in 0.13
any chance of having the power sensor being able to connect to the circuit network so that you can then activate the power switch
- Sat Jul 02, 2016 9:41 am
- Forum: Releases
- Topic: Version 0.13.3
- Replies: 47
- Views: 31298
Re: Version 0.13.3
Where has curved rail gone? Even if I load a game with curved rail in it - I don't have the option to make it. Here's the FFF #113 (Factorio-Facts-Friday newsletter, which I want to encourage you to add to your weekly RSS/mailing lists) that explains the new system with animated gifs for those that...
- Sat Jul 02, 2016 8:54 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 122208
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Updated to Foreman 0.1.24 This version is probably not going to work with 0.13, but it should at least allow you to load the save, so that you don't have to remove it and loose your saved blueprints. There will be another update tomorrow once 0.13 hits :D So what can I do if I played without forema...
- Fri Jul 01, 2016 11:32 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 231529
Re: [MOD 0.13] Warehousing v0.0.10
Could we get a 2x2 variant? It would work great for mining buffer setups. With that, I would also be able to entirely discontinue my large chests mod. here's an idea - go to this site , fork this mod source, add your code and make a PR ! that's what I do when I find a mod I like and add locale to i...
- Fri Jul 01, 2016 10:40 pm
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 30949
Re: Version 0.13.2
The research screen needs some alterations. I suggest the research window not be fullscreen, and instead adjustable size, or size dependent on resolution. It is like this on purpose, lot of other research trees are much bigger so we need as much space for the tree as possible. I understand what you...
- Fri Jul 01, 2016 10:12 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1009871
Re: Factorio Roadmap for 0.12 + 0.13
... Realistically, at this stage it's more about rounding up the edges, wrapping up and finally releasing the game. For all we care about, the game is already released since a long time. This alpha/beta talk are just fancy words with no real meaning anymore :D . Well not to these devs I don't think...
- Fri Jul 01, 2016 9:44 pm
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 30949
Re: Version 0.13.2
The research layout could be more like the ones in Civilisation Games are. Those are laid out horizontally ... Wait... Wasn't there a mod for exactly that? There's a website called Tech tree (currently only compatible with 0.12.35) that shows the tech tree horizontally. it was made by a modder call...
- Fri Jul 01, 2016 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash instead of restart when updating [again]²
- Replies: 11
- Views: 4112
Re: Crash instead of restart when updating [again]
also got this, updating 0.13.1 -> 0.13.3 (is that the reason ?),
Here's another crash log
Here's another crash log
- Fri Jul 01, 2016 3:23 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 132967
Re: [0.12] Bugs, crashes & other issues
got a new one for you Chumiko:
I have one full & one empty BPs in my TB (toolbelt) - thought that's what's needed...
* edit: it did populate the empty BP though...
I have one full & one empty BPs in my TB (toolbelt) - thought that's what's needed...
* edit: it did populate the empty BP though...
- Fri Jul 01, 2016 3:17 pm
- Forum: Mod portal Discussion
- Topic: [0.13] Mod portal suggestions
- Replies: 11
- Views: 7043
Re: [0.13] Mod portal suggestions
Oh, and an interesting point, the Game has a search box, the website does not, it makes finding my mods to update them quite difficult. And when you click on a mod authors name, it takes you to a relatively useless page, it would be useful to list what mods the author has posted on this page. The w...
- Fri Jul 01, 2016 10:09 am
- Forum: Mod portal Discussion
- Topic: [0.13] Mod portal suggestions
- Replies: 11
- Views: 7043
Re: [0.13] Mod portal suggestions
I've also got suggestions: 1. have the portal read the locale dir, show which languages it supports and enable the ability to search for specific languages (also in the game...) 2. enable the ability to search for mods by a specific author (but also what Bob said is very important) does are mine, fo...
- Fri Jul 01, 2016 8:49 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 161220
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Narc - got an error for you... Works fine for me, using EvoGUI 0.4.102. I'm guessing you're one of the lucky 28 who got 0.4.101 before I found and fixed that very bug. Right. I D/L'd the newest and after starting the game found that there was an error in the locale (he) file - so I fixed it and che...