Search found 348 matches
- Wed Aug 05, 2015 3:29 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Concreted Rail Tracks
- Replies: 40
- Views: 42006
Re: [MOD 0.12] Concreted Rail Tracks
Is is possible to make these placable over regular rails to swap them? I currently have to mine the existing rails to place the concrete versions down.
- Tue Aug 04, 2015 9:24 am
- Forum: Show your Creations
- Topic: Factorio Computer
- Replies: 45
- Views: 32930
Re: Factorio Computer
Well done! It lools awesome but does it do anything? It would be cool to have 1 program (maybe more) that does something impressive with lamps etc. and then a world download to finish it off! On the other hand... I kinda want to see game of life... I'm now imagining programs being distributed as th...
- Mon Aug 03, 2015 9:09 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 132889
Re: [0.12] Bugs, crashes & other issues
Just updated from 0.3.14 to 0.3.15 and the start button is giving me an unknown key for "text-start". The button works, just a UI issue. I had that too at one point. I might have changed the encoding of FARL_0.3.15/locale/en.cfg You can try to unzip FARL and/or change the encoding for en....
- Tue Jul 28, 2015 8:53 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Oil Steam Boiler
- Replies: 38
- Views: 60794
Re: [0.12.x] Oil Steam Boiler
See this is the problem I have with yuokais stuff. It looks shiny and new! I want old dirty diesel engines, greasy inserters, rusted assembly machines.... That and the crystals, the glowing green/purple, etc. It's just not the 'dirty factory machine' look. Now I just have to wait till 0.12.2 to add...
- Tue Jul 28, 2015 2:23 am
- Forum: Ideas and Requests For Mods
- Topic: [REQ] Train colors
- Replies: 2
- Views: 4568
- Sat Jul 25, 2015 11:34 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 125054
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
This is awesome. No more guessing which train is which.
Is it possible to change the gray/black one to actually have a dark/black ring around the top? It's sort of an all gray colorless thing and I'd rather have a 'coal' colored ring.
Is it possible to change the gray/black one to actually have a dark/black ring around the top? It's sort of an all gray colorless thing and I'd rather have a 'coal' colored ring.
- Sat Jul 25, 2015 11:01 am
- Forum: News
- Topic: Friday Facts #96 - The fixing phase
- Replies: 51
- Views: 38109
Re: Friday Facts #96 - The fixing phase
The problem with autosaves is that it interrupts the UI. Is it possible to use something similar to the 'latency' system from MP in such a way to leave the UI responsive and delay all the changes to the game state? Can we not save the user input and simply delay the action whilst saving? Or what abo...
- Sat Jul 25, 2015 10:32 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 106686
Re: Bug found
First of all. Great mod with a great Idea. Loving it so far... However I've come across an issue, thankfully its not game crashing but it needs addressing. A lot of the time, the side inserters start to make either make the sound of the Logistic bots flying about OR a horrible ear piercing cracklin...
- Sat Jul 25, 2015 4:49 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 132889
Re: [0.12] Bugs, crashes & other issues
Using FARL 0.3.13 & Factorio 0.12.1 FARL.lua:1246 attempt to index field 'lastrail' (a nil value) This occurs when I try to check 'place poles' and FARL is inactive. If I start FARL I can check it just fine. (This does not happen with 'place signals', nor does it affect unchecking 'place poles' ...
- Thu Jul 23, 2015 10:18 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 83552
Re: [0.11.x] Y.Petremann's mods (6 mods)
Are 0.12 versions on the way? I personally love the Creative Mod, but I can live without it for some time. Here's a version I got working for 0.12.0 (Creative mode only). It's a bit off. As far as I can tell everything works except the void chest. No errors, it just does nothing. Beware, dragons; u...
- Thu Jul 23, 2015 10:08 am
- Forum: Mods
- Topic: [0.11.18+](1.0.0) Void Chest (Now With Flavors!)
- Replies: 13
- Views: 20791
Re: [0.11.18+](1.0.0) Void Chest (Now With Flavors!)
Here's a working version for 0.12.0.
- Tue Jul 21, 2015 9:26 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 289608
Re: [MOD 0.12.x] Landfill (2.1.5)
Now that is odd. I've done exactly this and have had no issues.TiTaN_3000 wrote:If you fill a lake with the Landfill mod place and remove concrete crashes the game.
- Sun Jul 19, 2015 6:58 am
- Forum: Mods
- Topic: [0.11.x] Power-Switch-Mod v0.2.0
- Replies: 31
- Views: 35853
Re: [0.11.x] Power-Switch-Mod v0.2.0
This mod has serious problems with any electric poles wires. MAIN Reason is because this switch can not be placed at the end of the line. So the wires dont attach to the power switch alone. The electrical wires remain attached to the poles and to the switch and looks tangled up. Also because the ra...
- Sun Jul 19, 2015 2:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Train Intersection Crash (Probably by Chain Signal)
- Replies: 1
- Views: 1586
[0.12.0] Train Intersection Crash (Probably by Chain Signal)
I made a little test intersection to try out chain signals and this causes the game to freeze/crash the moment the train gets to the first chain signal. (Either train). The north train is set to go to the south station, and the east train to the west station. Simply load the game and start any eithe...
- Wed Jul 01, 2015 11:54 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 229386
Re: [MOD 0.11.x] Autofill
As a solution, I suggest making it take time to construct a loaded turret. I think it would be ideal if it behaved the same way as deconstructing items; a delay during which you can't otherwise act (although on second thought I believe that you can still fire you own weapons while deconstructing th...
- Sun Jun 28, 2015 3:57 am
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 309963
Re: [0.11.22] WaiTex: A HD Texture Pack
A bit off-topic, but shouldn't this be in the texture packs section? Good question i had a debate with myself on what subforum to place it on. I came to the conclusion to submit it in the mods subforum, becausee it's a mod that changes textures and looking at this thread of the texture subforum htt...
- Sat Jun 27, 2015 5:45 am
- Forum: Outdated/Not implemented
- Topic: Triggered Machinery
- Replies: 5
- Views: 10841
Re: Triggered Machinery
One way would be to give assemblers and the like an 'on/off' wire connection (wired network), and simply default to 'on' if nothing's connected. I then realized we have a much simpler way to do this, albeit less perfect: For assemblers, smart inserters would be able to do this just fine. i. e. Inser...
- Fri Jun 19, 2015 9:23 pm
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 51273
Re: Friday Facts #91 - Being the evil guy
I, too, would rather wait an extra month or two for 0.12 to not have these features cut (delayed to 0.13 or whatever).
0.13 just seems like such a long ways away.
0.13 just seems like such a long ways away.
- Thu May 07, 2015 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Power Generator
- Replies: 4
- Views: 1307
Re: Power Generator
Maybe, but illogical. Burner inserters are slow and to fill again and again with fuel. A short downtime of your factories won't disturb you that much that you are giving up the faster electric inserters. There's no way burners are going to consume their fuel faster than burner inserters are capable...
- Sun Apr 19, 2015 11:03 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 124098
Re: [MOD 0.11.x] AdvancedEquipment v0.3.9
Place this into Factorios' mods folder. (Extracted or not, it shouldn't matter.)hasezoey wrote: i not understamd it can me upload on dropbox or mediafire the mod?