Search found 91 matches
- Sun May 08, 2016 11:16 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 137367
Re: [MOD 0.12.11+] Blueprint String
Its not related to the version of the game it was made. It doesn't work regardless of game version. I exported a blueprint I made then tried to import it immediately after on both this version of the game and the previous version too. My client freezes, all except for the UI. The UI is frozen but I ...
- Sun May 08, 2016 7:49 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 137367
Re: [MOD 0.12.11+] Blueprint String
Its pretty much any string the server owner hasn't imported first. Maybe even some he has. It happens only after I click import. I tried with this one, it works in single player and even in the same map on single player: http://factorioblueprints.com/view/Y28zhgC7sGEqN2XEs I tested by saving the gam...
- Sun May 08, 2016 6:07 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 137367
Re: [MOD 0.12.11+] Blueprint String
This mod causes my game client to freeze entirely every time I try to use it only while on my server. I can use it on small dumb stuff like a drawing I made out of walls. But if I try to use it with something else like an 8 way track intersection I made and then exported and then tried to import to ...
- Thu May 05, 2016 7:47 am
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68861
Re: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '01-05-12)
I have to revert to 1.2.2 now, the trains all shrank in size. All wagons are now 6 car lengths instead of 8, in the bob's mods trains at least. I don't have anything but MK3 wagons anymore. This update really messed up my rail network big time when I added it, so I have to revert to an earlier save ...
- Wed May 04, 2016 10:27 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 125805
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Is this multiplayer ready? I'd like to use it as a subway system. The plan being, I drill into the ground at the base, and drill into the ground at a far away ore pocket, then I use the minimap/map underground to find where I dug a hole at and drill my way through the ground with the tunneling vehic...
- Wed May 04, 2016 4:58 am
- Forum: Mods
- Topic: [MOD 0.12] Hazzard's Gravestone Mod
- Replies: 34
- Views: 41988
Re: [MOD 0.12] Hazzard's Gravestone Mod
Doesn't seem to work for me.
_ _ gravestone-mod__/control.lua:7: attempt to index global 'game' (a nil value)
_ _ gravestone-mod__/control.lua:7: attempt to index global 'game' (a nil value)
- Wed May 04, 2016 3:04 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.12.X] Biter-Friendly Rails
- Replies: 36
- Views: 22255
Re: [0.12.X] Biter-Friendly Rails
Ok, so if it removes player creation flag, how do you pick them back up later? And what if you are on two different forces so that your rails would have to be considered different from theirs to prevent them from taking your rails and such?
- Tue May 03, 2016 5:34 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 137367
Re: [MOD 0.12.11+] Blueprint String
Why is the string cut every 121 characters? Why not just one single line string? Would it still work if you remove all the extra lines to make it a single line?
- Mon May 02, 2016 4:10 am
- Forum: Mods
- Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
- Replies: 62
- Views: 72097
Re: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
Here is an example of the bridge builder skipping some blocks.
https://www.dropbox.com/s/y8474akyxtcce ... .05.17.png
https://www.dropbox.com/s/y8474akyxtcce ... .05.17.png
- Sun May 01, 2016 2:16 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44478
Re: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
Just a request for a new method of using this. I haven't installed this because it works for all rockets within double radar range, according to the main post. I would like a smart structure that must be placed directly next to each launchpad, that can be connected to the smart network (red and gree...
- Sat Apr 30, 2016 5:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
- Replies: 62
- Views: 72097
Re: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
For ideas to consider, why not change the bridge building machine to place concrete on any dirt tiles under it? Can you make it calculate the price based on what tiles lay below the part where it places terrain? Right now, it places semi ugly bridges unless you find a 3x wide flat spot to start at, ...
- Thu Apr 28, 2016 1:20 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 272556
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Would there be a way for you to add a different kind of train? One that when you get in, your UI shows some buttons of train stops named for personal transport. That's not what Fat Controller aims to do. Maybe this is what you are looking for? Ah, yea I guess that does work, though it would be nice...
- Wed Apr 27, 2016 2:52 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 39834
Re: [MOD 0.12.x] Shuttle Train 0.0.2
I was hoping we could get compatibility with bob's mods, the one that adds the additional tiers of trains. Your shuttle barely moves if I put two MK3 wagons on it. Was hoping for Shuttle MK2 and Shuttle MK3 that works the same as the ones in bob's mod. https://forums.factorio.com/viewtopic.php?f=51&...
- Mon Apr 25, 2016 8:17 pm
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 64079
Re: [MOD 0.12.29] Logistics Railway 1.0.6
I must have put my rails in the wrong spot, trains suck in this game with different alignments. They shrink vertically...
- Mon Apr 25, 2016 11:41 am
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 64079
Re: [MOD 0.12.29] Logistics Railway 1.0.6
As for your second point, the mod is currently checking for type == "cargo-wagon". I specifically tested with Bob's upgraded wagons and it works just fine... Strange, I wonder why my logistic bots weren't taking stuff from the train then. I wonder if per chance it had something to do with...
- Sun Apr 24, 2016 8:25 pm
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 64079
Re: [MOD 0.12.29] Logistics Railway 1.0.6
I don't know how this happened or why, but it seems to have permanently locked the train wagon when my friend somehow broke it. I guess he paniced and destroyed the rail while it had stuff in it. https://www.dropbox.com/s/teuw3myefkn20jf/Screenshot%202016-04-24%2014.37.57.png?dl=0 <- Invisible invul...
- Sat Apr 23, 2016 2:10 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110156
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
I can verify that multiplayer works, if you wish to join our server to see how your mod is doing then let me know and I'll give you the info! However, I would like AI to be smarter too. Not just attack the nearest thing, they need to learn what to avoid and what they can hit to hinder us. Make them ...
- Fri Apr 22, 2016 10:40 am
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57172
Re: [MOD 0.12.x] Finite Water
Factorio2016, water above a certain size can not be depleted, that size is by default 10,000. So if there are 10k water blocks, it won't drain.
- Thu Apr 21, 2016 7:45 am
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57172
Re: [MOD 0.12.x] Finite Water
This is a single player only mod, it does not synchronize with everyone and causes massive amounts of desyncronization errors.
- Wed Apr 20, 2016 6:40 am
- Forum: Mods
- Topic: [MOD 0.13.0] Satellite Radar
- Replies: 62
- Views: 37282
Re: [MOD 0.12.x] Satellite Radar
I've updated this mod for multiplayer compatibility, and added this thread to the "homepage" in the info and updated the version number as well.
EDIT: Wild Dog, you were right, I did miss the S. I release this unofficial update so that no one makes the mistake again. xP
EDIT: Wild Dog, you were right, I did miss the S. I release this unofficial update so that no one makes the mistake again. xP