Search found 55 matches
- Sat Jul 15, 2017 7:30 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315677
Re: MOD [ 0.15.x] Bio-Industries 1.7.2
OK, may be dumb here, but how do I make the Bio cannon bio ammo ? It doesn't appear in the receipe lists of assmblers, chemical plants or anything else, and I can't see anything in the code which gives ma a clue. Z You need to also play with Natural Enemies -Buildings. Do you have it? See my signat...
- Fri Jul 14, 2017 6:26 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315677
Re: MOD [ 0.15.x] Bio-Industries 1.7.2
OK, may be dumb here, but how do I make the Bio cannon bio ammo ? It doesn't appear in the receipe lists of assmblers, chemical plants or anything else, and I can't see anything in the code which gives ma a clue. Z You need to also play with Natural Enemies -Buildings. Do you have it? See my signat...
- Fri Jul 14, 2017 5:47 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315677
Re: MOD [ 0.15.x] Bio-Industries 1.7.2
OK, may be dumb here, but how do I make the Bio cannon bio ammo ? It doesn't appear in the receipe lists of assmblers, chemical plants or anything else, and I can't see anything in the code which gives ma a clue.
Z
Z
- Wed Jun 14, 2017 7:02 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 69483
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
I have a weird issue, where if I have a horizontal train track, then it works fine, but if the track does vertically (North-South), and it doesn't read the train. I could provide screenshots, but not sure it would show anything other than I've said. Z Vertical works just fine for me. I stripped it ...
- Tue Jun 13, 2017 10:48 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 69483
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
I have a weird issue, where if I have a horizontal train track, then it works fine, but if the track does vertically (North-South), and it doesn't read the train. I could provide screenshots, but not sure it would show anything other than I've said. Z Vertical works just fine for me. I stripped it ...
- Tue Jun 13, 2017 10:23 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 69483
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
I have a weird issue, where if I have a horizontal train track, then it works fine, but if the track does vertically (North-South), and it doesn't read the train. I could provide screenshots, but not sure it would show anything other than I've said. Z Vertical works just fine for me. I stripped it ...
- Thu Jun 08, 2017 3:55 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 69483
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
I have a weird issue, where if I have a horizontal train track, then it works fine, but if the track does vertically (North-South), and it doesn't read the train. I could provide screenshots, but not sure it would show anything other than I've said.
Z
Z
- Sun May 14, 2017 9:57 am
- Forum: Technical Help
- Topic: Prompts for username & password every time
- Replies: 7
- Views: 3431
Re: Prompts for username & password every time
Delete the player-data.json file, that might help. Factorio will recreate it at the next launch. Actually creating a blank file which then get overwritten next time seemed to fix the problem. Thanks for your help, would never have known which file to look for otherwise. Z And suddenly it's started ...
- Sat May 13, 2017 11:59 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 355078
Re: [0.15.x] Bob's Mods: General Discussion
Just a quick note.. 0.15 is the first time I've tried to play a game with bobsmods.. You Rock !! I love some of these, but I also hate you.. it's like playing a completely different game.. Now... how do I make batteries again ?!? lol
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- Sat May 13, 2017 11:26 pm
- Forum: Mod portal Discussion
- Topic: Mod portal: allow me to deprecate my mods
- Replies: 8
- Views: 3714
Re: Mod portal: allow me to deprecate my mods
+1, this would be a great feature to addsparr wrote:I want to deprecate or disable one of my mods on the portal. It should still be available for automatic downloading when required by an existing map, but it should not be visible in the Install Mod browser.
- Sat May 13, 2017 11:26 pm
- Forum: Mod portal Discussion
- Topic: mods.factorio.com down
- Replies: 5
- Views: 2747
Re: mods.factorio.com down
For me as well, performance of the portal has been awful so far this weekend. Pages not rendering properly or application errors. I assume it's just a network glitch, which you guys can shout at your ISP about Hopefully you're not falling foul of Hack Friday like so many other people ?
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- Thu May 11, 2017 10:32 pm
- Forum: Technical Help
- Topic: Prompts for username & password every time
- Replies: 7
- Views: 3431
Re: Prompts for username & password every time
Actually creating a blank file which then get overwritten next time seemed to fix the problem. Thanks for your help, would never have known which file to look for otherwise.daniel34 wrote:Delete the player-data.json file, that might help. Factorio will recreate it at the next launch.
Z
- Thu May 11, 2017 6:23 pm
- Forum: Technical Help
- Topic: Prompts for username & password every time
- Replies: 7
- Views: 3431
Re: Prompts for username & password every time
Should be able to.. it can create save files etc, and I'm in the admin group on the laptop.orzelek wrote:Please check if Factorio can properly write file named player-data.json in write directory (in appdata or game folder depending on install).
It should store your token there by default.
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- Wed May 10, 2017 4:00 pm
- Forum: Technical Help
- Topic: Prompts for username & password every time
- Replies: 7
- Views: 3431
Prompts for username & password every time
OK, not a major problem, but every time I load factorio it asks me for my username & password. Am I doing something wrong ?
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- Wed May 10, 2017 11:33 am
- Forum: Releases
- Topic: Version 0.15.9
- Replies: 66
- Views: 44882
Re: Version 0.15.9
I know it's a small thing, but could you post the change log as a seperate downloadable file on the downloads page ? It's just sometimes nice to be able to look at what's changed in a release before you download it. Z You can find file changelog.txt in the directory "your_games_folder/Factorio...
- Tue May 09, 2017 1:07 pm
- Forum: Releases
- Topic: Version 0.15.9
- Replies: 66
- Views: 44882
Re: Version 0.15.9
I know it's a small thing, but could you post the change log as a seperate downloadable file on the downloads page ? It's just sometimes nice to be able to look at what's changed in a release before you download it.
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Z
- Thu Apr 27, 2017 8:47 am
- Forum: General discussion
- Topic: Dual install on single machine (0.14/0.15)
- Replies: 4
- Views: 1617
Dual install on single machine (0.14/0.15)
Hi, Does anyone know if it's possible to have a dual install config (without dual boot or the like) ? I am in the middle of a 0.14 game which I don't want to abandon, but I also want a peek at the 0.15 features. I'd be happy if I had to back up my %APPDATA%/Factorio folder if that was all that I nee...
- Mon Apr 10, 2017 6:29 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536209
Re: [MOD 0.14] AAI Programmable Vehicles
Thanks for that save file.. It sort of works.. - The specific miners go off and get the resource they're supposed to - The specific haulers go in the loop to their nominated miner and drag it back to the depot All good so far. However, - The generic hauler in the vehicle deployer just sits there (fo...
- Tue Apr 04, 2017 4:25 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536209
Re: [MOD 0.14] AAI Programmable Vehicles
I love the look of this, and have tried a few of the original example (using the blueprirnt codes) to get a miner, and then a hauler to go pick up the ore.. my miner gathers coal, but the hauler just sits there. I'm gonna have a tinker, but is there a gamesave I can look at which has this configure...
- Mon Apr 03, 2017 12:25 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 22927
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.5
Is there a way in the config file to set a turret to request multiple ammo types and specify a priority that they use the loaded ammo ? I have some ammo which is expensive, but killer. The problem is that if I can't make enough I'd rather have the guns loaded with something than not loaded at all.
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