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Search found 372 matches
- Wed Aug 03, 2016 12:18 pm
- Forum: Duplicates
- Topic: [0.13.13] Ghost Input Signal
- Replies: 3
- Views: 1164
- Wed Aug 03, 2016 7:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.13] Blueprint didn't generate (mouse hover) preview
- Replies: 2
- Views: 949
[0.13.13] Blueprint didn't generate (mouse hover) preview
For some reason (which i think is related to number of entities in inventory), some blueprint is failed to generate preview after i created them. To reproduce, in the save file i put the link below, there is a small outpost where the character is standing, blueprint that outpost. It will failed to g...
- Sat Jul 30, 2016 4:35 pm
- Forum: Not a bug
- Topic: [13.11] Signal Color Priorities / Wrong Signal Color
- Replies: 6
- Views: 3473
Re: [13.11] Signal Color Priorities / Wrong Signal Color
How come this is not a bug if the lamp itself can distinguish color signal yet unable to show them ? See ? Internally something went wrong here, and not bad design. Sure player can use other way to show color, like converting some signal to color. But if it can be simplified, why not ? It's a featur...
- Sat Jul 30, 2016 12:44 pm
- Forum: Not a bug
- Topic: [13.11] Signal Color Priorities / Wrong Signal Color
- Replies: 6
- Views: 3473
Re: [13.11] Signal Color Priorities / Wrong Signal Color
Here's a better explanation. Let's say i want to make a simple notification which outpost is depleted. So every outpost emit different color. All that color from various other outpost were carried along inside electric pole, all the way to main base. So in mainbase, i setup a simple lamp to lighten ...
- Sat Jul 30, 2016 12:18 pm
- Forum: Not a bug
- Topic: [13.11] Signal Color Priorities / Wrong Signal Color
- Replies: 6
- Views: 3473
Re: [13.11] Signal Color Priorities / Wrong Signal Color
Sending more than one colour signal to a lamp does not make sense in general, there is no "good" result. NaB. You don't get it,..this is only a simplified sample (for bug report). Not the actual build..d'oh... Let's say i send color across landscape from/to outpost, each outpost emit diff...
- Sat Jul 30, 2016 5:28 am
- Forum: Not a bug
- Topic: [13.11] Signal Color Priorities / Wrong Signal Color
- Replies: 6
- Views: 3473
[13.11] Signal Color Priorities / Wrong Signal Color
If color signal were merging on a pole, the lamp showing wrong color. They use priorities instead ? Red being the 1st priorities, cyan is the last ? Look at the bottom left, i remove the red, and they show green color instead. I assume the lamp color behavior should be like the one on the upper righ...
- Sun Jul 24, 2016 9:02 pm
- Forum: Pending
- Topic: [0.13.10] [Pending] [Twinsen] New performance issues FPS/UPS drops
- Replies: 32
- Views: 11014
Re: [0.13.10] New performance issues FPS/UPS drops
Can confirm, i have this massive slowdown to 30 fps as well from time to time. This is not happening with 0.13.9.
No mods, pure vanilla.
Can't post my debug though.
No mods, pure vanilla.
Can't post my debug though.
- Fri Jun 17, 2016 12:35 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 57172
Re: [MOD 0.12.26] Laser Beam Turret
The beam animation only work in sustained fire ?
Because i very rarely see the beam animation, only occasionally.
Because i very rarely see the beam animation, only occasionally.
- Mon Apr 11, 2016 12:53 pm
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP Scenarios
- Replies: 35
- Views: 60482
Re: [0.12.x] PvP Scenarios
Thanks Klonan, i manage to make it work (teleport) in simple test map. But can't get it to work on real custom map, the teleport GUI prompt didn't show up. i think it's due the method i use to make custom map. I'm using this mod to convert map to image : https://forums.factorio.com/viewtopic.php?f=1...
- Sat Apr 09, 2016 9:38 am
- Forum: General discussion
- Topic: Way to get interesting map ?
- Replies: 3
- Views: 1730
Re: Way to get interesting map ?
You can try custom map :
https://www.reddit.com/r/factorio/comme ... _v121_wip/
https://www.reddit.com/r/factorio/comme ... _v121_wip/
- Thu Apr 07, 2016 2:40 pm
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP Scenarios
- Replies: 35
- Views: 60482
Re: [0.12.x] PvP Scenarios
Thanks Klonan, i'll try to get my head around this.
- Thu Apr 07, 2016 9:09 am
- Forum: Mod and installation managers
- Topic: CFAN - mod manager
- Replies: 37
- Views: 29602
Re: CFAN - mod manager
Do i need cfan_updater.exe ? How the update working ? is it to overwriting the old mod version ? Are there any warning ? Some mod have user configurable option, this will get overwritten if that is the case. But severe case would be foreman (blueprint) mod, since many user store the blueprint withi...
- Thu Apr 07, 2016 8:03 am
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP Scenarios
- Replies: 35
- Views: 60482
Re: [0.12.x] PvP Scenarios
Klonan, how you make the "choose team?"
I'm currently building a custom map, for single player, but i want to player to choose starting location.
I have all the needed coordinate.
So basically just teleport function, i don't need "choose team" function.
I'm currently building a custom map, for single player, but i want to player to choose starting location.
I have all the needed coordinate.
So basically just teleport function, i don't need "choose team" function.
- Wed Apr 06, 2016 8:45 am
- Forum: Gameplay Help
- Topic: Map Editor help needed
- Replies: 1
- Views: 896
- Tue Apr 05, 2016 10:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
- Replies: 19
- Views: 19562
Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Slightly unrelated to the mod, ..
Whoa,..GopherAtl will be inactive ?
Oh man,..he give soooo much to community. Without him, i'm unable to grasp Combinator
Thank you Roktaal for maintaining the mod.
Whoa,..GopherAtl will be inactive ?
Oh man,..he give soooo much to community. Without him, i'm unable to grasp Combinator
Thank you Roktaal for maintaining the mod.
- Tue Apr 05, 2016 8:18 pm
- Forum: Mods
- Topic: [MOD 0.11.X] MapConverter - edit maps as images
- Replies: 17
- Views: 23546
Re: [MOD 0.11.X] MapConverter - edit maps as images
Can you or someone update this mod to 0.12 ?
- Tue Apr 05, 2016 1:33 am
- Forum: Mod and installation managers
- Topic: CFAN - mod manager
- Replies: 37
- Views: 29602
Re: CFAN - mod manager
Do i need cfan_updater.exe ? How the update working ? is it to overwriting the old mod version ? Are there any warning ? Some mod have user configurable option, this will get overwritten if that is the case. But severe case would be foreman (blueprint) mod, since many user store the blueprint within...
- Tue Mar 22, 2016 4:01 am
- Forum: Mods
- Topic: D-Load Storage (Train unloading chests) 0.1.2
- Replies: 29
- Views: 22842
Re: D-Load Storage (Train unloading chests) 0.1.2
Hello, nice and very useful mod. Is it possible to get this mod working with the 8L Train Project https://forums.factorio.com/viewtopic.php?f=91&t=19458 ? The chests must be 8 tiles width... Greetings steinio It's really possible, you can edit the files. I made a custom one 6 and 12 tiles long....
- Thu Mar 17, 2016 2:12 am
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 135979
Re: Friday Facts #129 - The late game
Why the blog entry was gone ?
- Wed Mar 16, 2016 7:35 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Honk!
- Replies: 32
- Views: 26267
Re: [MOD 0.12.x] Honk! v0.2.0
Haha,..this is really great. Yeah, it's a bit sad the sound were not following train, especially noticeable on the long horn. Sound work best if we're riding the train. But this is a great start. 10/10 must have mod (along with smart train by choumiko) Give it a shout to YuokiTani, he really love tr...