Search found 38 matches

by happymoep
Tue Dec 29, 2015 3:05 pm
Forum: Technical Help
Topic: How to disable replay saving?
Replies: 9
Views: 16813

Re: How to disable replay saving?

Thanks Koub, that might be helpful anyways. Okay, as the map stores what version it has been created with one might try to fake that version number to trick factorio into disabling replays. I don't know if that breaks anything though. E.g. when on version change something in the savegame gets conver...
by happymoep
Tue Dec 29, 2015 4:21 am
Forum: Technical Help
Topic: How to disable replay saving?
Replies: 9
Views: 16813

Re: How to disable replay saving?

I usually just unzip the initial save.zip, remove the replay file and package the save in a zip again [...] Like I said, I did remove the replay.dat file, but unless you deactivate replays in some way the file will just be recreated the next time you load the map. And I need a more permanent soluti...
by happymoep
Sun Dec 27, 2015 1:39 pm
Forum: Technical Help
Topic: How to disable replay saving?
Replies: 9
Views: 16813

Re: How to disable replay saving?

Sorry for necroing this thread but a) presented workaround did not work for me b) I could not find any working solutions via google or forum search c) despite the fact that noone else seems to have asked about it, I imagine others might be interested aswell, as I repeatedly heard map downloads from ...
by happymoep
Thu Sep 17, 2015 1:22 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 271394

Re: [MOD 0.12.x] The Fat Controller. Remote train management

@JamesOFarrell (Sorry if you've answered this before, but I could not find any post where you did.) Why don't you put the source up on GitHub or similar? This would let me find out what you updated in what version and would enable people to send in pull requests in case they fixed something for you....
by happymoep
Wed Sep 16, 2015 11:37 am
Forum: Mods
Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
Replies: 37
Views: 30268

Re: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)

Sorry for drifting off-topic more and more. I will cut it short. @Narc Good that you took my criticism the right way and even explained it a little further :) I really like your motivation from stackoverflow careers and I like the overall way you present yourself on your website. As for the makefile...
by happymoep
Tue Sep 15, 2015 11:33 pm
Forum: Mods
Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
Replies: 37
Views: 30268

Re: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)

Thanks for the reply :) I know, people are probably gonna make fun of me for this but, you seem to be writing mods a lot :mrgreen: (I'm new to the mods section of factorio) It's nice to have a makefile if you're mass producing. Though, what I really don't like about that is that one cannot properly ...
by happymoep
Tue Sep 15, 2015 3:36 pm
Forum: Mods
Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
Replies: 37
Views: 30268

Re: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)

This mod needs a new thread. At least the github link should be added to the first post. But then again, as it is L0771 who owns the github repository he or she should make a new thread. Is anyone still working on this other than Narc who just didn't get around doing it yet? @Narc Looks like you di...
by happymoep
Sun Sep 13, 2015 10:17 pm
Forum: Implemented Suggestions
Topic: Show firing range when placing turret
Replies: 3
Views: 3970

Re: Show firing range when placing turret

TuckJohn wrote:3 hours needed
XD
I don't think they'd need to spend this much time on such a small feature.

I think it would be helpful and not at all difficult to implement.
Worth adding to the base game, imho.
by happymoep
Thu Sep 10, 2015 3:06 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 164563

Re: Count to 1,000,000

385, no lore today?
Fish, where's your creativity? ;)

EDIT: No typos were made during writing this post. Almost.
by happymoep
Thu Sep 10, 2015 2:55 pm
Forum: Multiplayer
Topic: How to disable console in MP?
Replies: 11
Views: 19370

Re: How to disable console in MP?

FactorioBot wrote:[*]New command line options for the headless server: --disallow-commands and --peer-to-peer
You have been heard. ;)
Topic closed?
by happymoep
Thu Sep 10, 2015 2:35 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 164563

Re: Count to 1,000,000

383
and 381 because you can't just skip a number to fix double posts :S
by happymoep
Thu Sep 10, 2015 2:31 pm
Forum: Releases
Topic: Version 0.12.7
Replies: 16
Views: 37946

Re: Version 0.12.7

:o an UPDATE!
Thanks for the update and specifically the --disallow-commands option :)
by happymoep
Tue Sep 08, 2015 1:09 pm
Forum: Ideas and Suggestions
Topic: Allow note/reminder "text" to be attached to wire signals
Replies: 8
Views: 6493

Re: Allow note/reminder "text" to be attached to wire signals

The idea isn't that the game should "store" those notes in the wire system and constantly send and re-send them via the wires. In case you were refering to my post: I didn't say that. My wording might have been misleading, sorry. I understand you meant a form of custom label, so you proba...
by happymoep
Tue Sep 08, 2015 12:54 pm
Forum: Ideas and Suggestions
Topic: Cursor Icon
Replies: 27
Views: 17633

Re: Cursor Icon

[...]I play in windowed mode and it seems to me as if I fairly often get the "working" blue circular cursor of the standad Win7 interface[...] It is not possible to avoid system cursors in >every< case (and not useful either). When the game crashes you will most likely get your system cur...
by happymoep
Sun Sep 06, 2015 3:54 pm
Forum: News
Topic: Friday Facts #102 - Getting close
Replies: 32
Views: 35827

Re: Friday Facts #102 - Getting close

A QA tester walks into a bar. Orders a beer. Orders 0 beers. Orders 999999999 beers. Orders a lizard. Orders -1 beers. Orders a sfdeljknesv. Orders a '; DROP TABLE users; QA tester leaves, satisfied. A customer walks into the bar. Asks where are the bathrooms. Bar bursts into flames, killing everyo...
by happymoep
Fri Sep 04, 2015 6:55 pm
Forum: Multiplayer
Topic: [Co-op]Dedicated server
Replies: 8
Views: 15871

Re: [Co-op]Dedicated server

As I told you on Skype already I would like to join in and I will try to be there tomorrow (Saturday 9/5/2015) at around 12 UTC.
Anyone else joining in?
Drop a message here if you want to.
by happymoep
Fri Sep 04, 2015 6:10 pm
Forum: Multiplayer
Topic: [Public Uk/Eu] PvP Server
Replies: 15
Views: 15881

Re: [Public Uk/Eu] PvP Server

Hey, I didn't want to do this alone but I had expected at least anyone to show up today. I think I'm gonna launch one for the blue team now anyway :S Will someone join or fight me in the last few minutes? XD EDIT: I guess I made this post far too late. Our beacons helped create the rocket in about a...
by happymoep
Fri Sep 04, 2015 9:20 am
Forum: Releases
Topic: Version 0.12.6
Replies: 47
Views: 50333

Re: Version 0.12.6

cpy wrote:Ok at least can anyone tell me where i can ask about that module script thing?
In the "Modding Discussion" section there is another section for "Modding help".
That's the place to ask for help regarding the modding interface.
by happymoep
Thu Sep 03, 2015 3:17 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 164563

Re: Count to 1,000,000

377 is not a good password ...
by happymoep
Thu Sep 03, 2015 9:26 am
Forum: Ideas and Suggestions
Topic: Gates on Belts.
Replies: 4
Views: 5038

Re: Gates on Belts.

The question is: How does this benefit gameplay? You can use underground belts and if you like to pass the wall on the same spot you have your belts tunneling it then use both, underground belts for items and a gate for yourself. http://i.imgur.com/VTDhCc7.png?1 I think gates on belts would have no ...

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