Search found 73 matches
- Mon Jul 06, 2015 9:16 pm
- Forum: Questions, reviews and ratings
- Topic: (New) mod categories!?!
- Replies: 35
- Views: 27239
Re: (New) mod categories!?!
.... - User Interface mods: UI only mods. Blueprint, Remote FAT, Time - Part mods: adds one or just a few mods for various reasons. Tanks, Recycling plants, Inserters, Pipes, Bost - Gameplay mods: Games that are directly focused on adding, removing or changing gameplay. FARL, RSO, Easy Belt Layer, ...
- Mon Jul 06, 2015 6:52 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 98313
Re: Factorio Mod Manager 0.2.0
cool project. i liked also this https://forums.factorio.com/forum/viewtopic.php?f=87&t=5114&hilit=mclauncher the main problem with your launcher is: when there is a new mod version that you have in more modpacks, than you must update this mod more than one time :( my resolution i use is a sh...
- Sun May 31, 2015 7:14 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 100649
Re: [UPDATED] Introducing NARMod 3.1
this is a great mod, i realy like it
an update from 3.2 to 3.3 is not possible, because i dont have the inductors receipe, because the necessary technology i researched with 3.2
an update from 3.2 to 3.3 is not possible, because i dont have the inductors receipe, because the necessary technology i researched with 3.2
- Thu Apr 09, 2015 4:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.21] Autoupdate failure, unexpected content
- Replies: 5
- Views: 2507
Re: [0.11.21] Autoupdate failure, unexpected content
Not much more info than this: http://i.imgur.com/WIiLlmm.jpg i have the same error :( the file content: factorio-current.log 2192.932778 Info Logger.cpp:148: 2015:04:09 18:39:41; Factorio 0.11.8 (Build 13524, win64) 2192.950225 Info ModManager.cpp:204: Loading mod core 0.0.0 (data.lua) 2192.965038 ...
- Sat Jan 03, 2015 1:37 pm
- Forum: Mods
- Topic: [MOD 0.11.8] Infinite Research
- Replies: 25
- Views: 33678
Re: [MOD 0.11.8] Infinite Research
a realy good ideakovarex wrote:We really should have some infinite research in the native game. Do you remember future technology in civilisation? Something like that. Every level would cost the double of the previous level (or something like that).
- Mon Dec 15, 2014 3:47 pm
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 70458
Re: Friday Facts #64 The plans
This! Factorio is about automation. It will never happen, that you need to go planet by planet. This is why this game is so addictive, cause you don't repeat. I don't think factorio should have an end game you should strive to. Factorio is fun for me because there is no end game. I can go on foreve...
- Sun Dec 14, 2014 11:30 am
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 70458
Re: Friday Facts #64 The plans
i like the idea with a space ship. 1. build special production buildings for different ship parts. 2. make with a blueprint a ship with small factory setup 3. have the possibility to produce more ships from the blueprint i dont like to trade with the ship. i like more the idea to bring settlers and ...
- Thu Dec 11, 2014 7:55 pm
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 142205
Re: [0.11.1] endless resources
rename the zip file. new name: endless-resources_0.3.0.zipChronosfear wrote:
having that error with the newest factorio release.
hope the screen is some sort of help.
chronosfear
- Sun Dec 07, 2014 9:19 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 192538
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
i changed the mod in this way: - more enemies - less but bigger ressource fields - smaller starting area for more pressure at the start someone play with bob ores and extend the rso mod with the settings for the new ores? my changes: -override_type = 'partially' +override_type = 'full' -starting_are...
- Fri Dec 05, 2014 10:29 pm
- Forum: 1 / 0 magic
- Topic: [0.11.3] save game defects
- Replies: 2
- Views: 3883
Re: [0.11.3] save game defects
it is ok. it doesnt happened again
- Fri Dec 05, 2014 7:27 am
- Forum: Ideas and Requests For Mods
- Topic: Objective generator for free play
- Replies: 4
- Views: 4569
Re: Objective generator for free play
I lik the idea! But dont know how to make it. My lua knowledge is realy Bad
- Wed Nov 26, 2014 9:49 pm
- Forum: Mods
- Topic: new tech tier and extended buildings
- Replies: 4
- Views: 8151
Re: new tech tier and extended buildings
i remove the custom ressources and the new tech tier. in this small setup it was no fun. i also updated to updated to factorio 0.11.1 the mod now only contain new extended, researchable buildings: - brigther lamps - extended roboports - one with a larger construction area, the other with a larger lo...
- Wed Nov 26, 2014 9:19 pm
- Forum: Mods
- Topic: [0.11.x][MP] UpGrade (Better vanilla stuff)
- Replies: 63
- Views: 65772
Re: [0.9.7+] UpGrade
i changed it also a little bit. mainly maked the mod compatible to factorio 0.11.1. but not dytech.
changelog
- updated to factorio 0.11.1
- remove old source code
- make icons for research and items
changelog
- updated to factorio 0.11.1
- remove old source code
- make icons for research and items
- Wed Nov 26, 2014 6:00 pm
- Forum: 1 / 0 magic
- Topic: [0.11.3] save game defects
- Replies: 2
- Views: 3883
[0.11.3] save game defects
most of my savegames from yesterday are defect :( some hours gameplay are gone i try some zip repair tools. doesnt work. today saving and loading games work. the days before saving and loading also works. mods are the same in the last days. my disk have no errors. the time stamp of the save game fil...
- Tue Nov 18, 2014 7:00 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 192538
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I've been thinking that what the mod needs is to make biters expand and spawn new nests more aggressively. It's good that they can be wiped out and get some peace and quiet for a while, but it being so permanent makes defensive structures unnecessary. after playing a little bit with the mod, i thin...
- Fri Jul 04, 2014 8:25 pm
- Forum: News
- Topic: Friday Facts #41
- Replies: 34
- Views: 30754
Re: Friday Facts #41
I am not a expert in crosscompiling. but from my 5 years work as software developer i can only say: use a continous integration server (CIS) like jenkins! beside IDEs and version managment system a CIS is the most important tool. the greatest benefit is: after every checkin jenkins compiles for all ...
- Fri Jul 04, 2014 2:31 pm
- Forum: Mods
- Topic: [0.11.x][MP] UpGrade (Better vanilla stuff)
- Replies: 63
- Views: 65772
Re: [0.9.7+] UpGrade
the version work with 10.0.2 or get you some error messages?
- Sun Jun 29, 2014 5:21 am
- Forum: News
- Topic: Friday Facts #40
- Replies: 73
- Views: 47214
Re: Friday Facts #40
The gender debate is still very wrong. Why no one calls for a female model for the WIP model? Why only a male model or neutral model? Think about it. Besides, if it really has what is supposed to be neutral, then simply makes a robot and not a sexless people. btw: I challenge any Basketball bust, no...
- Sat Jun 28, 2014 9:43 am
- Forum: News
- Topic: Friday Facts #40
- Replies: 73
- Views: 47214
Re: Friday Facts #40
After the female character model disaster in assassin's creed unity and all the web discussion about this, i think a female player model is really important. a female model must be make with the same effort as a male player model. the player models are the identification for the players. much more i...
- Fri Jun 20, 2014 6:41 pm
- Forum: Mods
- Topic: [MOD 0.10.0] Variant Resource Spawning v0.0.2
- Replies: 14
- Views: 20354
Re: [MOD 0.10.0] Variant Resource Spawning v0.0.1
cool. my favourite is less ore fields (motivate to build a many trains), but very rich fields (not to build every hour new mining outposts). someone have tried to calculate how much ressource needed for parts of the tech trees? than it is easier to balance with the use of the Resource-Monitor-Mod v0...