Search found 372 matches
- Thu Jun 29, 2017 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.24] Can't copy train station names
- Replies: 2
- Views: 1122
Re: [0.15.24] Can't copy train station names
Yup, can confirm also happen to me.
- Wed Jun 28, 2017 12:29 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85152
Re: [MOD 0.15|0.14]AutoTrash 2.0.1
Works fine for me in a new game after researching Logistic or Trash slots. Any other mods? My list of mod, haven't tried disabling them one by one to see which one cause conflict. "name": "auto-research", "name": "AutoDeconstruct", "name": "Aut...
- Mon Jun 26, 2017 12:47 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85152
Re: [MOD 0.15|0.14]AutoTrash 2.0.1
AutoTrash didn't work on New Game in 0.15.23 (not migration save from 0.15.22)
Disabling and re-enabling again like Krangth suggested didn't fix it
Disabling and re-enabling again like Krangth suggested didn't fix it
- Fri Jun 23, 2017 5:54 am
- Forum: Mods
- Topic: [MOD 0.15+] Automatic train deployment
- Replies: 38
- Views: 26448
Re: [MOD 0.15] Automatic train deployment
Wow, didn't aware of this. Thanks !
Such a huge help....
Also...
Long live Freddie !
Such a huge help....
Also...
Lol, definitely gonna listen to the song when testing."Theme song for this project is Queen: I'm going slight mad"
Long live Freddie !
- Sat Jun 17, 2017 3:31 am
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 63090
Re: [0.12]Ideas, suggestions & discussion
Choumiko, can you add feature so FARL can come to me (pressing GUI button) to the nearest station ? Like Shuttle Train Mod did ? Usually when i'm at the scouting / planned area, what i do is to place train stop, open map, click FARL then add that station, execute. It would be very convenient to call...
- Fri Jun 16, 2017 11:30 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 53692
Re: Friday Facts #195 - Poles re-design
I got to say, the new model is off for some reason.
I prefer big pole v2.a over v2.b (model wise).
The medium pole v2.b in my head is not rotating, but the top connection is skew.
Medium V2.a is okay though.
The new Small pole was okay, but the rotating shadows looks weird.
I prefer big pole v2.a over v2.b (model wise).
The medium pole v2.b in my head is not rotating, but the top connection is skew.
Medium V2.a is okay though.
The new Small pole was okay, but the rotating shadows looks weird.
- Fri Jun 16, 2017 11:11 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 121106
Re: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Just wanna say, thanks for the hotkey to flip the blueprint.
I really can't play without it now, a must have feature in vanilla.
I really can't play without it now, a must have feature in vanilla.
- Thu Jun 15, 2017 7:22 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536126
Re: [MOD 0.14] AAI Programmable Vehicles
Crash when try to install, already install all the dependencies.: http://i.imgur.com/pyrgdlb.png I just want to try Programmable vehicle, do i really need to install all the dependencies ? I just want to use vanilla vehicle. Yes You need. That's what i did, install all the dependencies yet that cra...
- Wed Jun 14, 2017 11:13 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536126
Re: [MOD 0.14] AAI Programmable Vehicles
Crash when try to install, already install all the dependencies.:
I just want to try Programmable vehicle, do i really need to install all the dependencies ?
I just want to use vanilla vehicle.
I just want to try Programmable vehicle, do i really need to install all the dependencies ?
I just want to use vanilla vehicle.
- Wed Jun 14, 2017 12:01 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390940
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
It is possibly from removing the entities from blueprints for entities that are no longer valid You probably right, after i clean-up some blueprint, the message didn't pop-up. But that's strange because AFAIK, i never use Creative Mode entities in any of my blueprint. Probably blueprint that comes ...
- Tue Jun 13, 2017 6:30 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390940
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Thanks for the quick response.
That put my mind at ease (sort of).
At the very least it's a known problem/mysteries, and happen on other mod.
So should i report this on bug subforum ?
That put my mind at ease (sort of).
At the very least it's a known problem/mysteries, and happen on other mod.
So should i report this on bug subforum ?
- Tue Jun 13, 2017 5:40 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390940
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Why is it, even after i delete Creative Mod (yes, delete, not just toggle off), save the game. Then load the game again, there always a message pop up saying "Removed entities-creative chest, etc ?" That message supposed to pop-up if we ever placed item in-game right ? Also, it even pop-up...
- Tue Jun 13, 2017 4:30 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 123831
Re: Mylon's Multiple Mods
Concreep seems to replicate the pattern fine for me. http://i.imgur.com/3J3xZXG.png http://i.imgur.com/D2NDhui.png I did notice some strange behavior where sometimes it wouldn't creep at all, especially for the first roboport (as there are no previous construction bots on the logistic net) so I'll ...
- Wed Jun 07, 2017 10:11 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 123831
Re: Mylon's Multiple Mods
Mod : Concreep How does tile pattern work ? I put a 4x4 tile pattern beneath one of the roboport. Then sending the outpost a concrete & hazard concrete. But the bot didn't follow pattern, only laying down the plain concrete. Edit 1 : Here's the image: Pattern : http://imgur.com/RF4MP1V Beneath r...
- Wed Aug 24, 2016 8:24 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301904
Re: [MOD 0.12.35|0.13] SmartTrains 1.0.0
Yay ! Thank you !
Been dying to waiting the new version came out.
Been dying to waiting the new version came out.
- Fri Aug 19, 2016 11:49 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 121106
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.2.3
Two question, well actually three but the last one probably have to use workaround: What fix position does ? What allow scripts does ? How to import 0.12 to 0.13 blueprint ? Export them one by one then import them one by one ? Can you add flipper ? No flipper in mod portal, the one that have flipper...
- Fri Aug 19, 2016 2:17 am
- Forum: Mods
- Topic: [MOD 0.13] Stone Water Well - fresh water anywhere
- Replies: 25
- Views: 28832
Re: [MOD 0.13] Stone Water Well - fresh water anywhere
You didn't upload this to mod portal ?
Man, i've been searching this mod for hours.
Man, i've been searching this mod for hours.
- Thu Aug 11, 2016 8:35 am
- Forum: Not a bug
- Topic: Flamethrower aiming at targets outside range
- Replies: 10
- Views: 2922
Re: Flamethrower aiming at targets outside range
Huh ? This is a not a bug ? The flame turret is constantly shooting at things outside the range all the time . The behavior is resource draining with nothing to gain. Also, this is a false attack notification, we can't tell if the attack were real or a false "out of range" attack. I have d...
- Wed Aug 03, 2016 12:24 pm
- Forum: Duplicates
- Topic: [0.13.13] Ghost Input Signal
- Replies: 3
- Views: 1163
Re: [0.13.13] Ghost Input Signal
Ah,..sorry,.didn't aware of it..
So i can safely remove my pic report right ?
(I want to keep image that i put in imgur as low as possible)
So i can safely remove my pic report right ?
(I want to keep image that i put in imgur as low as possible)
- Wed Aug 03, 2016 12:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.13] Blueprint didn't generate (mouse hover) preview
- Replies: 2
- Views: 948
Re: [0.13.13] Blueprint didn't generate (mouse hover) preview
Wow, really fast response.
Thank you !
Thank you !