Search found 130 matches

by Speadge
Wed Oct 19, 2016 9:46 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 301914

Re: [MOD 0.14] SmartTrains 1.1.4

ok, found the issue. It seems there are SERIOUS Issues when ur station(name) is not starting with a letter.

s1 works
11 totally confuses the train. not just ignoring "goto" - its totally confusing the train even when its moving
by Speadge
Tue Oct 18, 2016 10:20 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 301914

Re: [MOD 0.14] SmartTrains 1.1.4

Thanks for ur time. I already connected all 3 entities to the signal for making sure its connected - still nothing. I wont be home within the next 7h but i will give u some feedback on how ur save worked for me. Just an idea: as i said i have a massive base... and game does barely make the 40ups/60f...
by Speadge
Tue Oct 18, 2016 8:10 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 301914

Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3

anyhow - cant get the "go to signal #" working anymore. the "go to station #" works. Did it work before the failed update or are you just getting started with goto signal # ? The train has to leave the station before the scheduled waiting time is over and the signal that carries...
by Speadge
Mon Oct 17, 2016 11:05 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 301914

Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3

Choumiko wrote:Updated to SmartTrains 1.1.4
  • fixed error when updating
Totally forgot how SmartTrains wants to be updated :roll: should all be fine now
working :)

anyhow - cant get the "go to signal #" working anymore.
the "go to station #" works.
by Speadge
Mon Oct 17, 2016 8:12 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 301914

Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3

Updated to SmartTrains 1.1.3 fixed error when entering a train in sandbox/without a character fixed updating error added remote interface for Foreman discontinued updates for the 0.13 version I just updated my game from .14.2 to .14-latest, updated all my mods and ran into this: Error while running...
by Speadge
Mon Oct 17, 2016 10:58 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 200037

Re: Support - Uranium Power

Don't worry guys, I know of the issues and will fix them. It is rather difficult of an issue with time since I'm at the end of my PhD studies. I check these forums once a day and reply to things as best I can. The reactor-chest issue has already been dealt with on my developer version. The fuel dec...
by Speadge
Sun Oct 16, 2016 9:06 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 200037

Re: Support - Uranium Power

noone is pushing - i tried to ask kindly if there may be a way to add it already without waiting for other 0.7 improvements, since i now ended with a solution to read out my Pressured-water cycle and removing rods every now and then depending on the P-water i used..
by Speadge
Sun Oct 16, 2016 9:42 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 200037

Re: Support - Uranium Power

Hey fatmice,
I know u where promising fuel consumption to release 0.7. But that was already back in 2015.
Is there any quick patch we could add to have it in before? Feels like cheating now once u have enough pellets...

Would be REALLY great!
by Speadge
Fri Aug 12, 2016 2:38 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 83837

Re: Friday facts #151 - The plans for 0.14

very nice facts- cant decide which part i like most :)
by Speadge
Mon Jul 18, 2016 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [13.9] [rrrola] No line break of mod affecting entity in sidepanel
Replies: 5
Views: 3346

[13.9] [rrrola] No line break of mod affecting entity in sidepanel

Hi, playing with some mods here, I experienced a very bothering "flicker" of the side-meu when u have some mods altering the entities. Below the entityname in the sidepanel on the right hand side there is a yellow line telling me which mods are active on this entity. - And if this line is ...
by Speadge
Tue Jun 28, 2016 2:37 pm
Forum: Duplicates
Topic: Updated Version has same Filename
Replies: 1
Views: 781

Updated Version has same Filename

Hi, didnt find any other post about that, but after my first install of factorio via steam on a new Client and starting up, i ran into this error. I tried redownloading via steam / vipe & dl, but nothing helped. Problem: trying to download a mod via intern function, it tries to download, loads u...
by Speadge
Fri Jun 17, 2016 5:04 pm
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 49922

Re: Friday Facts #143 - Nat Punching Again

Im fine with a postpone.
i have nothing against the "alpha-stat" the game is in... or its said to be.. but as long as new features are not as good as the devs want them or they find bugs on their own.. it woul be a waste of time and not enjoying for us to play it.
by Speadge
Fri Jun 03, 2016 11:33 am
Forum: News
Topic: Friday Facts #139 - Wrapping up multiplayer
Replies: 74
Views: 38575

Re: Friday Facts #139 - Wrapping up multiplayer

In all of these modes you can still connect directly using IP address or DNS name like you did in 0.12. Also, in any of these modes you can enable identity verification, which means that everyone connecting to the game has to log in and gets assigned the same name as their factorio account has. hey...
by Speadge
Wed May 18, 2016 2:30 pm
Forum: Multiplayer
Topic: Mutiplayer Mitspieler gesucht [deutsch]
Replies: 11
Views: 5332

Re: Mutiplayer Mitspieler gesucht [deutsch]

wo "adden"? Steam?
by Speadge
Tue May 17, 2016 10:34 am
Forum: Technical Help
Topic: Yet another slow multiplayer map download
Replies: 3
Views: 1625

Re: Yet another slow multiplayer map download

answered u in here: https://forums.factorio.com/viewtopic.php?f=38&t=24658&p=160131#p160017 i am Hosting a Server for myself and i experienced, that often (NOT always) ppl could not connect. TL;DR: Problem was the MTU on the way to the Server on my router. Has to be at least 1500, otherwise ...
by Speadge
Tue May 17, 2016 10:30 am
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 42401

Re: Friday Facts #136 - Map Transfers

Well clearly it isn't fixed. I can't join any game, my speed quickly drops to 0 and all my friends starts complaining. I have 60/10 Mbs speed... I tried port forwarding, the non-steam version, the steam version, admin mode, resetting my router, lowering my MTU... dunno what to do now. sounds like a...
by Speadge
Tue May 17, 2016 10:10 am
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97839

Re: [MOD 0.12.x] Smarter Circuitry

If you go grab "Logic Belts", it adds a few more things not found here that compliment Smarter Circuitry, including both Volume (x10 for nice integers) and Temperature sensor pipes - https://forums.factorio.com/viewtopic.php?f=91&t=14824 as stated, both work for me using the direction...
by Speadge
Sun May 15, 2016 12:15 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97839

Re: [MOD 0.12.x] Smarter Circuitry

NoriSilverrage wrote:Is there anyway to detect the temperature (or energy) of a liquid? I see that the directional sensor gives a kilojoule rating for some objects, but it doesn't seem to do so for pipes/tanks.
On my tries it did give the temperature and the content of a pipe it was pointing at
by Speadge
Sat May 14, 2016 1:51 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 315632

Re: MOD [0.12+] Bio-Farm 1.1.4 - Tree Farming Mod

hi, actual it is not "selection.destroy()", but "selected.destroy()" .. and it doesnt help, since the ghosts are no entity to select. it still happens with "old" farms, which u just cant get rid off. Good thing the map is infinite, so you can just move to a new spot :o...

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