Search found 293 matches
- Tue Aug 01, 2017 9:53 pm
- Forum: Technical Help
- Topic: couldn't establish network communication with serve
- Replies: 7
- Views: 7388
Re: couldn't establish network communication with serve
I run into a similar issue where, if I'm using data through my phone via tethering, I'm get that message but only from some servers. Not all.
- Tue Aug 01, 2017 12:36 am
- Forum: Texture Packs
- Topic: [Request] alien-hybrid walls
- Replies: 3
- Views: 4242
Re: [Request] alien-hybrid walls
They look cool and very distinct! Could you create the same sort of thing for gates? I forgot to include in my original post that it's walls and gates
- Mon Jul 17, 2017 10:41 pm
- Forum: General discussion
- Topic: Infinity water
- Replies: 26
- Views: 13054
Re: Infinity water
lol the main character have train in the pocket :D You're telling me you don't carry a train in your pocket on the normal? Is that a train in your pocket or are you just happy to see me? erm, anyways, on topic, This sounds like it just wouldn't be worth it. Early game you guzzle water like crazy in...
- Sun Jul 16, 2017 8:23 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65699
Re: [MOD 0.15.x] Alien walls [0.5.0]
I'm not familiar with that mod, and the image isn't loading
- Sat Jul 15, 2017 7:48 pm
- Forum: Texture Packs
- Topic: [Request] alien-hybrid walls
- Replies: 3
- Views: 4242
[Request] alien-hybrid walls
Hi all! I had made a request a long time ago for graphics for my Alien Walls mod but never got a response. The popularity of my mod has picked up some, and so I'm wanting proper walls, rather than just default stone walls that have been recolored. I know this might be a bit tricky, but I want the wa...
- Sat Jul 15, 2017 7:38 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65699
Re: [MOD 0.15.x] Alien walls [0.5.0]
By all means, if you want to make walls, please. The red walls was only meant to differentiate the hybrid walls from normal walls until custom graphics were made. I had posted a request for graphics, and never got a response, though I guess making another request wouldn't hurt.
- Fri Jul 14, 2017 12:46 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65699
Re: Alien Biomass on Non-New Games
Will it generate beyond areas currently scanned or does it require a new game? Regards, ~A P.S. Is this just a red, stronger, regenerating wall or does it actually have wormy structures coming in and out of it? The latter, I think, would be cool. I'm not 100% on ore generation, but I think it will ...
- Sun Jul 09, 2017 9:05 pm
- Forum: Ideas and Suggestions
- Topic: Logistics designated chest
- Replies: 6
- Views: 3494
Re: Logistics designated chest
Yeah, essentially.bobingabout wrote:so when a robot is choosing a place to store an item, they will aim to fill requests first, then filters, then finally any free slot.
- Wed Jun 14, 2017 12:26 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 61527
Re: Personal robots prioritize nearest first
I think this very much needs to be implemented. Here are my two cents. Rather than trying to find the distance of every marked object and determining which is closest, why not modify the current method to do the following. The game will break the original bounding box drawn by the player down into ...
- Sat Jun 10, 2017 3:05 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 61527
Re: Personal robots prioritize nearest first
I think this very much needs to be implemented. Here are my two cents. Rather than trying to find the distance of every marked object and determining which is closest, why not modify the current method to do the following. The game will break the original bounding box drawn by the player down into s...
- Sat Jun 03, 2017 11:30 pm
- Forum: Ideas and Suggestions
- Topic: Logistics designated chest
- Replies: 6
- Views: 3494
Re: Logistics designated chest
The point is to not have a mass dumping area. Let's say you've just deconstructed a large, obsolete portion of your factory. You have all these belts and machines that you have manufacturing for, and so you have passive provider chests almost solely for these individual items. Rather then them all g...
- Sat Jun 03, 2017 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Logistics designated chest
- Replies: 6
- Views: 3494
Logistics designated chest
TL;DR A logistics storage box that can be designated as the "dumping" box for trash or excess items, a sort of passive provider/requestor combo What ? Currently, if something gets deconstructed or trashed from inventory, it gets sent to a random storage box if there's no requestor box wit...
- Thu Jun 01, 2017 6:57 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65699
Re: [MOD 0.15.x] Alien walls [0.5.0]
Yeah, the game checks a list of entities if they need to be healed, and entities only get put on that list if they're placed during play.Nebbeh wrote:I had cheated in some walls in map editor before I started the game, replaced the walls and healing worked.
- Thu May 25, 2017 8:18 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65699
Re: [MOD 0.15.x] Alien walls [0.5.0]
Cool, thanks!fishycat wrote:Hey everyone, I've updated Alien walls for 0.15 and fixed some locales and the wire problem with the gates. I also adjusted the tech a bit.
All credit of course to the mod creators!
- Sat May 20, 2017 2:37 am
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 83937
Re: [MOD 0.12.x] Force Fields - energy powered walls
I see. Well, that's a bit beyond me, so I've just made some simple changes.
Here's an unofficial patch, if you don't mind me posting it
viewtopic.php?f=120&t=48075
Here's an unofficial patch, if you don't mind me posting it
viewtopic.php?f=120&t=48075
- Sat May 20, 2017 2:37 am
- Forum: Mods
- Topic: [Factorio 0.16.x] Force Fields
- Replies: 2
- Views: 1995
[Factorio 0.16.x] Force Fields
I've made some adjustments to bring this mod to 0.15.x compatibility. The original thread: https://forums.factorio.com/viewtopic.php?f=93&t=6862 Changes: Replaced the Alien Technology requirement for force-fields tech with Electric Energy Distribution 2 Changed the entity type of the forcefield ...
- Sat May 20, 2017 2:30 am
- Forum: Modding help
- Topic: Type decorative
- Replies: 3
- Views: 1037
Re: Type decorative
Ah, that did the trick. Thank you!Nexela wrote:Try either a simple-entity
- Fri May 19, 2017 11:01 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 83937
Re: [MOD 0.12.x] Force Fields - energy powered walls
I'm trying to hack together a fix to get Force Fields to work in 0.15, and I'm wondering... why is there an item required to open the emitter configuration?
- Fri May 19, 2017 10:34 pm
- Forum: Modding help
- Topic: Type decorative
- Replies: 3
- Views: 1037
Re: Type decorative
I'll post some additional information. The entity originally was type = "decorative", name = "forcefield-tool", which has been deprecated, but when I change it to type = "optimized-decorative", name = "forcefield-tool", I get Failed to load mods: Error in assi...
- Fri May 19, 2017 8:34 am
- Forum: Modding help
- Topic: Type decorative
- Replies: 3
- Views: 1037
Type decorative
Hi all, I'm trying to jimmy-rig an older mod to work with 0.15, and I'm getting the message "The type decorative has been obsoleted and cannot be created" When I replace "decorative" with "optimized-decorative" for an entity, the game behaves as if that entity no longer...