Search found 358 matches
- Thu Apr 27, 2017 6:08 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 29841
Re: Do not pause game when looking at research in single player
+1 wish for option to have research window up not pause the game in single player mode.
- Thu Apr 27, 2017 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Idea: Hardened Armor / Don't worry about the scuffed paint
- Replies: 1
- Views: 563
Re: Idea: Hardened Armor / Don't worry about the scuffed paint
i always wondered why i couldn't just ignore the small amount of damage taken when driving through trees, or at least wait until the tank was sufficiently damaged before the bot would jump out to repair it, especially while the vehicle is in motion, i have lost too many robots to my trains zooming d...
- Thu Apr 27, 2017 5:37 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Circuit Connection to Nuclear Reactor
- Replies: 10
- Views: 6918
Re: Suggestion: Circuit Connection to Nuclear Reactor
also want the circuit connection to the reactor, reading all information, also a circuit connection to be able limit how many u235 the centrifuge can take would both be great additions. while on the wish list it would be great to have a circuit connection that can read MW/GW usage, perhaps average a...
- Thu Apr 27, 2017 11:50 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 230154
Re: [MOD 0.14] Warehousing v0.0.11
tips for changing code to resolve logistic warehouse tree ultimately though, you still have to have the logistic system research done before you can make the logistic warehouses because it requires one of of the logistics chests as part of the warehouse recipe. changing "technology.lua" de...
- Wed Apr 26, 2017 7:13 pm
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 32409
Re: [0.13.X, 0.14.X] Advanced Factorio
Update for 0.15 Please? request update for Advanced Electric mod i have tried but can not update with out crash by just changing info.json v14 to v15 error accumulator signals-a is not recognized but editing out this for each accumulator will allow usage, just have to assign a output signal manually...
- Sat Apr 15, 2017 5:25 am
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7928
Re: [MOD 0.14.x] Alien Goop Cracking
the spawner does automatically dissapear, just takes a while, it could be possible to make the time to live very short however.FunCarcass wrote:Is there a way to make it so the destroyed spawner disappears after a while?
- Thu Apr 13, 2017 7:09 pm
- Forum: Mods
- Topic: [MOD 0.17.x] NPUtils 4.33
- Replies: 44
- Views: 28427
Re: [MOD 0.14.x] NPUtils 1.18
i appreciate your candor on this matter, i hope that it functions well for you in an automated situation. i have found another mod to replace the previous function of the chunk evacuator, called quarry. in another matter, the advanced light pole is a little weak for my taste but better than the regu...
- Thu Apr 13, 2017 2:53 am
- Forum: Mods
- Topic: [MOD 0.17.x] NPUtils 4.33
- Replies: 44
- Views: 28427
Re: [MOD 0.14.x] NPUtils 1.17
i would like to report that previous versions of this mod had better uses for chunk evacuator, now it costs close the the amount extracted, looks more like converting iron (and a little copper) to another material than used for "free" materials as it previously functioned as. previously i ...
- Wed Apr 12, 2017 4:16 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7928
Re: [MOD 0.14.x] Alien Goop Cracking
your pink selection is much more use able, thank you for that change
for those that want to use another color, due to the version change, the file is now called goop.lua
and you will need to place a building on the spout to update the color change on the map.
for those that want to use another color, due to the version change, the file is now called goop.lua
and you will need to place a building on the spout to update the color change on the map.
- Mon Apr 03, 2017 8:08 am
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7928
Re: [MOD 0.14.x] Alien Goop Cracking
well with the previous "bug" having one spawn every base, i ended up with LOTS on my map, and it was driving me a little bonkers, hence the change to make them green. i have not used the angles or bobs mods, mainly because they are all dependent on each other and getting them all to work t...
- Thu Mar 30, 2017 5:57 am
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 9400
Re: [MOD 0.14] Subterrain
not sure if this is the same mod as one posted on portal: https://mods.factorio.com/mods/Gangsir/Subterrain if it is suggest linking the portal to this forum topic for better discussion. first, thanks for this very useful mod, it has cleared up my rather messy bus and made it look clean and well bar...
- Thu Mar 30, 2017 12:56 am
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7928
Re: [MOD 0.14.x] Alien Goop Cracking
having played with it for a while, i noticed that the red spots on my map look alot like the alien hives i have to destroy (the same color) might i suggest making available a different color or using a different color. thus i dont go crazy wondering if a hive has poped up again thanks again! EDIT: i...
- Wed Mar 29, 2017 1:05 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 538422
Re: [MOD 0.14] AAI Programmable Vehicles
ok i have played a little (20hrs) with this mod and still have yet to figure out how to get the vehicles to move themselves. ex - miners to mine the entire field of coal instead of only sitting where i last drove it - haulers to take from the miners to the silo requesting the ores suggest: simplify ...
- Mon Mar 27, 2017 8:53 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7928
Re: [MOD 0.14.x] Alien Goop Cracking
testing v1.1.0 discovered a bug? possible as it is not a low chance of spawn spout i get a spout on every spawner killed, this is not intended i believe EDIT: the default is not 0.05 in the config, it is set to 1 when downloading from the portal thus resulting in the 100% spawn rate for spouts on sp...
- Mon Mar 27, 2017 8:49 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 538422
Re: [MOD 0.14] AAI Programmable Vehicles
hi thanks for this very interesting mod
hope to have a look at your tutorial video when it's ready to help me understand this intriguing mod
suggest rolling up all your AAI mods and dependencys into one mod instead of having to download 10+ different mods to get it all working together.
hope to have a look at your tutorial video when it's ready to help me understand this intriguing mod
suggest rolling up all your AAI mods and dependencys into one mod instead of having to download 10+ different mods to get it all working together.
- Fri Mar 24, 2017 11:38 pm
- Forum: Duplicates
- Topic: [14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"
- Replies: 4
- Views: 1601
Re: [14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"
another instance of this same error, hopefully it gets fixed
- Sat Mar 04, 2017 12:39 am
- Forum: Duplicates
- Topic: [14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"
- Replies: 4
- Views: 1601
Re: [14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"
thanks for the update, gitty rejoined the server and gave me a report on what happened when the server crashed, a train crashed into another train and severed it in half, when he attempted to rejoin the halves it gave an error: 4162.303 Error Train.cpp: Internal error: Carriage::moveFrontJointForwar...
- Fri Mar 03, 2017 4:06 am
- Forum: Duplicates
- Topic: [14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"
- Replies: 4
- Views: 1601
[14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"
im not sure what happened to crash the server, on ubuntu headless, including the logs and most recent auto save file
i dont know what caused the issue and was not present when the crash occurred.
i dont know what caused the issue and was not present when the crash occurred.
- Mon Feb 06, 2017 4:14 pm
- Forum: Not a bug
- Topic: 14.22 character unable to move or stop moving
- Replies: 2
- Views: 1756
14.22 character unable to move or stop moving
i have had the luxury of building a mega base and it has grown so large that even at 0.8 speed the game sometimes moves on but i stand still or am unable to stop moving while my character runs across the map, this is in a multiplayer game if that helps. not sure what the issue is with moving as it d...
- Mon Feb 06, 2017 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Soundtrack - continuous play
- Replies: 2
- Views: 964
Re: Factorio Soundtrack - continuous play
the sound track is available for sale from the steam sales page, if you would like to listen to it continually atm
however, if you look in the folder where the game is stored, you can also find the music files there for listening.