Search found 19 matches

by TeDeum
Sun Oct 08, 2017 4:13 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 36298

Re: Friday Facts #211 - The little things

modern full 3D city builders which completely lack soul I mean not just change graphics, but build factory from a first person rather than from third person. Something like mix between Minecraft and Factorio 1. There is already such game, Fortresscraft Evolved (and perhaps mods for Minecraft), but ...
by TeDeum
Fri Oct 06, 2017 4:37 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 36298

Re: Friday Facts #211 - The little things

we are focusing on polishing and finishing the game.
Good! Please finish it already and start Factorio 2 in 3D and VR :)
by TeDeum
Fri Apr 29, 2016 6:13 pm
Forum: Resolved Problems and Bugs
Topic: Blueprint Placement Not Correct
Replies: 14
Views: 6461

Re: Blueprint Placement Not Correct

Can't get 0.12.32 through Steam, only 0.12.31 here.
Update: now I got it, thanks!
by TeDeum
Tue Sep 01, 2015 9:45 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 326971

Re: [0.12.2+] SmartTrains 0.3.65

What parts of the smart train stop would you want? I guess the combinator that outputs the trains cargo and the signal? Yes. I guess "go to station" feature fits badly in train stop. At least the empty rule is quite easy to do with combinators, full rule is more tricky (if not impossible)...
by TeDeum
Tue Sep 01, 2015 1:28 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 326971

Re: [0.12.2+] SmartTrains 0.3.65

Any chance of getting smart train stop as separate mod? Building stuff and connecting it with wires is more factorio-way than setting up stuff in gui and then have everything scripted for you.
by TeDeum
Tue Sep 01, 2015 12:35 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 358014

Re: [MOD 0.12.x] Rail Tanker - Liquid transpor

JamesOFarrell wrote:I've updated the mod, the tanker now holds 2500 liquid, still not as much as a cargo wagon but twice as much as before.
If somebody still going to complain about tanker capacity, even 1250 was fine, now it's 2500 and 50 second loading/unloading with 4 pumps, no need for more! :)
by TeDeum
Thu Aug 20, 2015 11:48 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 358014

Re: [0.12.x] Rail Tanker - Liquid transpor

There is another way to get a progress in this game: build a train with 3 locomotives and 10 tankers :)
by TeDeum
Wed Aug 05, 2015 10:22 am
Forum: Mods
Topic: [0.12] Logistics Wagons 0.2.3 unofficial update
Replies: 0
Views: 2660

[0.12] Logistics Wagons 0.2.3 unofficial update

This mod adds four new train wagons which will act like the four logistics chests.
Details in original topic: https://forums.factorio.com/forum/vie ... =87&t=8491
by TeDeum
Tue Jul 21, 2015 1:35 pm
Forum: Mods
Topic: BlueprintMirror 0.0.3 [0.11.16+]
Replies: 16
Views: 41262

Re: BlueprintMirror 0.0.3 [0.11.16+]

Unofficially updated for 0.12, half-working version here
by TeDeum
Tue Jul 21, 2015 1:33 pm
Forum: Mods
Topic: [0.12.0] BlueprintMirror unofficial update 0.0.4
Replies: 0
Views: 3675

[0.12.0] BlueprintMirror unofficial update 0.0.4

This is a dirty fix of mod BlueprintMirror for 0.12. This version mirrors incorrectly oil refineries and chemical plants. I tested only mirroring. For description see original topic.
by TeDeum
Mon Jul 20, 2015 12:07 pm
Forum: Mods
Topic: [Mod 0.11.x] Foreman - Blueprint Manager
Replies: 71
Views: 93902

Re: [Mod 0.11.x] Foreman - Blueprint Manager

Is there any chance that this mod will be updated?
by TeDeum
Sun Jul 19, 2015 2:14 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 358014

Re: [0.12.x] Rail Tanker - Liquid transpor

Thanks for fast update!
by TeDeum
Sat Jul 18, 2015 9:38 am
Forum: Mods
Topic: [MOD 0.12] Patched Mod Set for ColonelWill's Megabase
Replies: 10
Views: 20389

Re: Mods from ColonelWill's Megabase, Patched for 0.12

Thanks! Especially for RailTanker.
by TeDeum
Fri Jul 17, 2015 6:11 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 147621

Re: Version 0.12.0

From OP
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
by TeDeum
Fri Jul 17, 2015 4:45 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 358014

Re: [Mod 0.11.x] Rail Tanker - Liquid transport

Not working in 1.12

Code: Select all

   1.268 Error Util.cpp:45: Error while loading entity prototype "rail-tanker-proxy" (storage-tank): No such node (window_bounding_box)
Modifications: RailTanker
by TeDeum
Fri Jul 10, 2015 12:50 pm
Forum: General discussion
Topic: 0.12 status
Replies: 41
Views: 23211

Re: 0.12 status

by TeDeum
Sat Apr 18, 2015 6:38 pm
Forum: News
Topic: Friday Facts #82 - Optimisations
Replies: 58
Views: 47853

Re: Friday Facts #82 Optimisations

How about better multi-threading? It seems for me even better than 20% optimization, as game could use all my 8 CPU cores and don't lag.
by TeDeum
Thu Apr 02, 2015 3:28 pm
Forum: Mods
Topic: [Mod 0.11.x] Foreman - Blueprint Manager
Replies: 71
Views: 93902

Re: [Mod 0.11.x] Foreman - Blueprint Manager

I installed Choumiko's archive with jerem0883 fix, but i got error: "blueprint has to have at least one icon". And blueprint has old icon. I fixed it by replacing in control.lua function setBlueprintData(blueprintStack, blueprintData) if blueprintStack ~= nil then blueprintStack.setbluepri...
by TeDeum
Sat Mar 28, 2015 1:47 am
Forum: Mods
Topic: BlueprintMirror 0.0.3 [0.11.16+]
Replies: 16
Views: 41262

Re: BlueprintMirror [0.11.14+]

May be not UI button, but recipe for assembling machine, you put there blueprint, and get mirrored one.

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