Search found 361 matches
- 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...
- 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...
- 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...
- Thu Mar 19, 2015 11:07 pm
- Forum: Ideas and Suggestions
- Topic: Footbridges?
- Replies: 6
- Views: 2979
Re: Footbridges?
done ! look here: https://forums.factorio.com/forum/vie ... =14&t=9202Marty Lee wrote:like the idea... I would also like to see railroad bridges for trains!
Just found it myself...
- Thu Mar 19, 2015 11:01 pm
- Forum: Show your Creations
- Topic: Just FunArt
- Replies: 8
- Views: 12966
Re: Just FunArt
Very nice ! +100
I thought so too !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.
- 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 ?
One question though - I you cant walk on bridge rails - how do you lay them down on water ?
- 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...
- 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...
Re: Rare Bug
Why is that possible ?kovarex wrote:Didn't you disable the base mod?
- 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
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...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.
- 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\...
- 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...
- 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 !
- 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
- can you explain that ? what is the command used ?n9103 wrote:Always run a tech or recipe reset command if you change one of them mid-game.
- 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)
- 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...
let us know about your progress, I'd like to see screen shots and know how many times you've restored from a save...
- Tue Mar 17, 2015 5:18 pm
- Forum: Releases
- Topic: Version 0.11.18
- Replies: 28
- Views: 42030
Re: Version 0.11.18
Nice one but what will you do with all that wood ?Sharlenwar wrote:Maybe add a log scoop to the vehicles as an enhancement? This way we can keep all of those logs.
- 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...
- 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
I like seeing who others arrange their factories
- 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.
- 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...