Search found 91 matches

by Vas
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 ...
by Vas
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...
by Vas
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 ...
by Vas
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 ...
by Vas
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...
by Vas
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)
by Vas
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?
by Vas
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?
by Vas
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
by Vas
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...
by Vas
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, ...
by Vas
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...
by Vas
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&...
by Vas
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...
by Vas
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...
by Vas
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...
by Vas
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 ...
by Vas
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.
by Vas
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.
by Vas
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. :P I release this unofficial update so that no one makes the mistake again. xP

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