Search found 361 matches

by jockeril
Fri Mar 20, 2015 3:22 pm
Forum: Ideas and Suggestions
Topic: Player logistic slot improvements
Replies: 4
Views: 3047

Re: Player logistic slot improvements

1. Active provider logistic slots: I keep placing down random active provider chests just to dump extra stuff from my inventory into logistics storage. It would be very convenient to have player slots that do this without the need for random chests all over the base. 2. Single-time request slots: S...
by jockeril
Fri Mar 20, 2015 3:21 pm
Forum: Implemented Suggestions
Topic: More logistics slots
Replies: 10
Views: 5897

More logistics slots

I was gonna write a post about it when I decided to make a search first and found this here: https://forums.factorio.com/forum/viewtopic.php?f=6&t=3868 I would be happy with just one more tech level for player logistics slots. And another row for the toolbelt. Switching between building fluid ne...
by jockeril
Thu Mar 19, 2015 11:46 pm
Forum: Multiplayer
Topic: [SOLVED] Unable to play multiplayer ... very frustrating
Replies: 27
Views: 35427

Re: Unable to play multiplayer ... very frustrating

First - don't be discouraged ! In the computer world there is always a way - we just need to find it. It sounds like the problem is in your friends computer / network setup. maybe some setting is interrupting the connection like a firewall on the router (the box connecting his network and computer t...
by jockeril
Thu Mar 19, 2015 11:07 pm
Forum: Ideas and Suggestions
Topic: Footbridges?
Replies: 6
Views: 2979

Re: Footbridges?

Marty Lee wrote:like the idea... I would also like to see railroad bridges for trains!
done ! look here: https://forums.factorio.com/forum/vie ... =14&t=9202

Just found it myself...
by jockeril
Thu Mar 19, 2015 11:01 pm
Forum: Show your Creations
Topic: Just FunArt
Replies: 8
Views: 12966

Re: Just FunArt

Very nice ! +100
Rage wrote:First one reminds me of a cut scene from C&C Tiberian Sun, and the last one reminds me of some cut scenes from some of the earlier C&C games. I approve.
I thought so too ! :D
by jockeril
Thu Mar 19, 2015 10:58 pm
Forum: Mods
Topic: [0.11.x] Bridge Railway
Replies: 11
Views: 26709

Re: [0.11.x] Bridge Railway

A very good idea, though I did see the Test mod do the same and I think the rail layer mod does that too...

One question though - I you cant walk on bridge rails - how do you lay them down on water ?
by jockeril
Thu Mar 19, 2015 11:22 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 294880

Re: Thank you (Make the dev-team happy today!)

Hey there, i'm not a fan of big words so i'll keep it short and simple: Thank you for making such a lovely game! Thank you for countless hours of pure gaming fun! Thank you for making it so very customizable via mod support! Thank you for not pushing things too fast! Well, thank you and keep up the...
by jockeril
Thu Mar 19, 2015 10:56 am
Forum: Resolved Problems and Bugs
Topic: [0.11.16] [kovarex] Gui still shows when mod is disabled
Replies: 14
Views: 6865

Re: [0.11.16] [kovarex] Gui still shows when mod is disabled

The opposite also happens when you load a s/g that you started before adding a mod and you get the mod items in recipe view disabled - there is the mod called "canister" or "I hate barrels" where you can store all liquids in canisters - my first (old from 0.11.8) map loads with t...
by jockeril
Thu Mar 19, 2015 10:10 am
Forum: Not a bug
Topic: Rare Bug
Replies: 6
Views: 3233

Re: Rare Bug

kovarex wrote:Didn't you disable the base mod?
Why is that possible ?
by jockeril
Thu Mar 19, 2015 10:07 am
Forum: Not a bug
Topic: [0.11.x] Laser Turrets firing system
Replies: 6
Views: 3564

Re: [0.11.x] Laser Turrets firing system

Dysoch wrote:I am currently making a mod that adds collisions to all projectiles, to make combat more realistic. It all works fine, until i come to the laser turrets.
you have a good idea about the collisions to projectiles but why include laser ? it's not really a projectile in RL but more like a beam...
by jockeril
Thu Mar 19, 2015 9:27 am
Forum: Resolved Problems and Bugs
Topic: wrong text in productivity modules limitation
Replies: 5
Views: 5692

Re: wrong text in productivity modules limitation

I don't think it matters, the key name never appears in-game. Only the localized text attached to it. Well, I admit i didn't think about the translation over the fact that it might not include the original english... Upon checking the translation files I've found the same error there too: C:\games\...
by jockeril
Wed Mar 18, 2015 11:01 pm
Forum: Resolved Problems and Bugs
Topic: wrong text in productivity modules limitation
Replies: 5
Views: 5692

wrong text in productivity modules limitation

I didn't find a place to post this so I'm counting on the moderators to correct me if I'm wrong... There seems to be a mistake in the original text in file: factorio\data\base\prototypes\item\module.lua in lines 120, 133 & 146 Original text: limitation_message_key = "production-module-usabl...
by jockeril
Wed Mar 18, 2015 10:13 pm
Forum: General discussion
Topic: Suggestion for Steam users
Replies: 13
Views: 16720

Re: Suggestion for Steam users

Thats a great idea and I wish i thought of it myself ! :oops:
by jockeril
Wed Mar 18, 2015 11:23 am
Forum: Mods
Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
Replies: 28
Views: 48315

Re: [0.11.x] Tankwerkz Unlimited v0.1.1

n9103 wrote:Always run a tech or recipe reset command if you change one of them mid-game.
- can you explain that ? what is the command used ?
- how do I know which tect/recipe to reset for other mods (the one I need is canister mod or " I hate pipes" not enabling canisters for all fluids)
by jockeril
Tue Mar 17, 2015 6:01 pm
Forum: Show your Creations
Topic: Challenge: Inhospitable Landing
Replies: 9
Views: 13140

Re: Challenge: Inhospitable Landing

So you'v found your challenge...

let us know about your progress, I'd like to see screen shots and know how many times you've restored from a save... :D
by jockeril
Tue Mar 17, 2015 5:18 pm
Forum: Releases
Topic: Version 0.11.18
Replies: 28
Views: 42030

Re: Version 0.11.18

Sharlenwar wrote:Maybe add a log scoop to the vehicles as an enhancement? This way we can keep all of those logs. :D
Nice one :) but what will you do with all that wood ?
by jockeril
Mon Mar 16, 2015 6:23 pm
Forum: Releases
Topic: Version 0.11.16
Replies: 69
Views: 64379

Re: Version 0.11.16

You do know that this forum is an RSS feed... Just use an rss plugin for your favorite browser and you will get the news on time. Yes but these feeds are not really customisable ... What do you mean "not customisable" ? I get the FFF and releases forum threads on my RSS feed reader plugin...
by jockeril
Sun Mar 15, 2015 11:12 am
Forum: Show your Creations
Topic: dev mp testing game
Replies: 8
Views: 22010

Re: dev mp testing game

I'd love to try it !

I like seeing who others arrange their factories :)
by jockeril
Sat Mar 14, 2015 8:44 pm
Forum: Releases
Topic: Version 0.11.18
Replies: 28
Views: 42030

Re: Version 0.11.18

thanks for the update, guys. looking forward to the stable version so I can move up from 0.11.14 and enjoy all the new changes. :)
by jockeril
Sun Feb 22, 2015 11:14 am
Forum: Releases
Topic: Version 0.11.16
Replies: 69
Views: 64379

Re: Version 0.11.16

I have been hitting refresh every hour for the past 5 days. Thank you for the great update. Keep up the great work! You do know that this forum is an RSS feed... Just use an rss plugin for your favorite browser and you will get the news on time. I've also been waiting for this for some time. I'm no...

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