Search found 2126 matches
- Thu Apr 21, 2016 7:06 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65333
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
I think it would be the best if the colours matched the sience packs that the recipes require. The point here is to avoid confusion and to make the most sense as we've already established. That's also why there will be a matching amount of tiers from now on. I would like to see Mk1=Red, Mk2=green, ...
- Thu Apr 21, 2016 4:28 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65333
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
From OP: Working version here: https://forums.factorio.com/viewtopic.php?f=120&t=23899 XyLe, can you link to my topic until you maintain it yourself? We are getting these posts all the time now. It would be less qonfusing if the OP contained a working link instead ofa faulty one. No i think i ca...
- Thu Apr 21, 2016 4:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Electricity by XyLe
- Replies: 23
- Views: 14649
Re: [MOD 0.12.x] Electricity by XyLe
the blue is just worse Well the blue was hard to get right. In the screenshot it looks more purple than it does in game though, don't know why. I thought it was way too bright compared to the other panels which were all fitting together nicely. Well I wanted it more blue than cyan so that's why I c...
- Thu Apr 21, 2016 1:57 am
- Forum: Show your Creations
- Topic: Low power detector w/ combinators instead of inserters
- Replies: 17
- Views: 21657
Re: Low power detector w/ combinators instead of inserters
You can upload them to this forum. The "Upload attachment" button is right below area where you type your messages. Or is there a reason you refuse to use something that is as reliable as the forum itself? There's a good reason why I don't do that: 'Cause I'm stupid. I didn't realize that...
- Thu Apr 21, 2016 1:22 am
- Forum: Show your Creations
- Topic: Low power detector w/ combinators instead of inserters
- Replies: 17
- Views: 21657
Re: Low power detector w/ combinators instead of inserters
The Map
You can upload them to this forum. The "Upload attachment" button is right below area where you type your messages. Or is there a reason you refuse to use something that is as reliable as the forum itself?- Wed Apr 20, 2016 9:09 pm
- Forum: Show your Creations
- Topic: Low power detector w/ combinators instead of inserters
- Replies: 17
- Views: 21657
Re: Low power detector w/ combinators instead of inserters
Nice idea, I like it. Didn't know combinators slowed down on low electricity. Thanks.
Edit: Your picture disappeared
Edit: Your picture disappeared
- Wed Apr 20, 2016 9:00 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65333
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
I downloaded your mod today, and I don't think the green solar panels are producing power? The accumulators work fine, but the solar panels are not raising my power level at all. Also it is pretty awesome if the panels would work! This is exactly what i was looking for! I'd recommend posting this i...
- Wed Apr 20, 2016 12:53 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87818
Re: [MOD 12.11+] Train Outposts
After playing with the mod for a lot of time I can say I do not like it. The real problems aren't really something that you would notice until it's too late though. I guess I'll have to try and see if RSO can fix (heard it has on-demand resource regeneration) the mess this has left because it's too ...
- Tue Apr 19, 2016 9:19 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Mod Iconizer
- Replies: 26
- Views: 17681
Re: [MOD 0.12.x] Mod Iconizer
Right clicking near an icon crashes to menu. Tested several times. Haven't tried right clicking an icon but the error message seems to suggest that "not a button" has no parent but generates a click event.
Error Message
- Tue Apr 19, 2016 12:57 am
- Forum: Mods
- Topic: [MOD 0.12.x] SimpleMover - quickly move stuff around!
- Replies: 3
- Views: 3618
Re: [MOD 0.12.x] SimpleMover - quickly move stuff around!
Found a crash. All I did was move around and pressing the move button a few times to see what happens when things collide, after having selected a few items once.
This mod has great potential. Would love a working version of this
This mod has great potential. Would love a working version of this
- Tue Apr 19, 2016 12:53 am
- Forum: Mods
- Topic: [MOD 0.12.x] Mod Iconizer
- Replies: 26
- Views: 17681
Re: [MOD 0.12.x] Mod Iconizer
Thanks for the update! Upgrade planner works with Mod Iconizer now. Even if it wasn't your fault, your update still managed to fix the UP crash bug anyways.
Guess I don't have to disable it if it works now. Good job.
Guess I don't have to disable it if it works now. Good job.
- Tue Apr 19, 2016 12:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] Mod Iconizer
- Replies: 26
- Views: 17681
Re: [MOD 0.12.x] Mod Iconizer
Its a bug. its just an exceptionally minor bug. Not game breaking. Maybe "game breaking" is a bit too much. I wouldn't say it's exceptionally minor though. Game breaking would be your save/world gets corrupted But it did corrupt my save. I can still play it, but I've lost features permane...
- Mon Apr 18, 2016 11:35 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Mod Iconizer
- Replies: 26
- Views: 17681
Re: [MOD 0.12.x] Mod Iconizer
Thats not game breaking. Generally you only change mods when starting new games. Migration features are a bonus that most modable games dont even support at all, they are not an expectation. Not a valid argument, this is factorio and not most other games we are talking about. It breaks functionalit...
- Mon Apr 18, 2016 9:48 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211913
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
Crashes when clicking the icon. viewtopic.php?f=92&t=23680&p=150264#p150264
Factorio 0.12.29
UP 1.1.19
Mod iconizer 1.0.0
Factorio 0.12.29
UP 1.1.19
Mod iconizer 1.0.0
- Mon Apr 18, 2016 9:45 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Mod Iconizer
- Replies: 26
- Views: 17681
Re: [MOD 0.12.x] Mod Iconizer
Once installed it can't be removed! If you remove it the icons don't become text, they disappear completely instead! Please fix! And it might break upgrade planner so the game crashes when you click the icon. Don't know if it's your fault or if it's a genuine upgrade planner bug. Yes, it's an upgrad...
- Mon Apr 18, 2016 3:32 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65333
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Done!orzelek wrote:I'd recommend posting this in unofficial updates section.
Working version is here: viewtopic.php?f=120&t=23899
- Mon Apr 18, 2016 3:29 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Electricity by XyLe
- Replies: 23
- Views: 14649
[MOD 0.12.x] Electricity by XyLe
Original thread: https://forums.factorio.com/viewtopic.php?f=87&t=13082#p87527 Electricity_XyLeQon1.2.1.png ElxectricityXyleQon130.png Each solar panel/accumulator requires 5 of the previos tier +some extra ingredients that are cheap for the lower tiers. Each tier is as good as 4 of the previous...
- Mon Apr 18, 2016 2:27 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Plasma Shotgun Shells
- Replies: 11
- Views: 12618
Re: [MOD 0.12.x] Plasma Shotgun Shells
I first tried the version on GitHub. It was outdated.
But this is quite useful for clearing out biters.
But this is quite useful for clearing out biters.
- Mon Apr 18, 2016 1:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SimpleMover - quickly move stuff around!
- Replies: 3
- Views: 3618
Re: [MOD 0.12.x] SimpleMover - quickly move stuff around!
I need this! But it would be nice if you selected with a tool like you do when you make a blueprint so you can easily see what will be selected. And moving should be shown where everything will appear like blueprints do. When designing factories I constantly have to move things around which means a ...
- Mon Apr 18, 2016 2:12 am
- Forum: General discussion
- Topic: How do I get started on a new map?
- Replies: 8
- Views: 4899
Re: How do I get started on a new map?
I heard RSO mod can respawn ore pathes with a command. I haven't tried it but that seems useful if you feel that you got a boring layout, too much, too little or whatever. So then you don't have to restart because of that. Water then? Well with Landfill mod you can always fill water patches that are...