Search found 61 matches

by KrzysD
Tue Jun 16, 2015 4:44 pm
Forum: Ideas and Requests For Mods
Topic: Logs to "char"coal
Replies: 3
Views: 5626

Logs to "char"coal

Was watching AAA Factrio with Arumba, Aavak and Steejo, they had a lot of logs... well i know you could put them in the trains, boilers, burner inserters, stone furnaces, but why not logs to a furnace and make "char" coal. Now i put "char" in quotes because they are different bet...
by KrzysD
Tue Jun 16, 2015 2:56 pm
Forum: Mods
Topic: [MOD 0.12.x] Big Wooden Power Pole
Replies: 17
Views: 37354

Re: Big Wooden Power Pole [0.11.22]

Great mod! Thank you!

You should put little clumps of dirt at the bottom of the pole graphics just to break up the sharp line going into the dirt :)
by KrzysD
Mon Jun 08, 2015 5:29 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 67995

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

This brings back so many memories! Thank you!

This mod makes me think of a suggestion i had for the Devs, mining bots, you specify with deconstruct blue print, and bots mine and insert into either requestor chests or storage chests.
by KrzysD
Fri Jun 05, 2015 7:07 pm
Forum: News
Topic: Friday Facts #89 Timetables
Replies: 82
Views: 60237

Re: Friday Facts #89 Timetables

I see you guys rendered it in a higher resolution :) :) :) is this for a release into a high res mod?
by KrzysD
Thu May 21, 2015 11:52 pm
Forum: Ideas and Suggestions
Topic: Logistics layover when placing ghost buildings.
Replies: 2
Views: 1627

Logistics layover when placing ghost buildings.

I searched but i either suck at searching or no ones thought of it, im gonna go with I suck at searching.

but my idea is when you hold shift with something in hand have the logistic layover pop up to show how far construction bots can build.
by KrzysD
Fri May 15, 2015 10:00 pm
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 121751

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Found a bug where if you click on any kind of storage chest it will put it into your inventory and destroy anything that could be inside it.
by KrzysD
Fri May 15, 2015 6:31 pm
Forum: News
Topic: Friday Facts #86 - Trees
Replies: 86
Views: 56453

Re: Friday Facts #86 - Trees

Those trees look to beautiful to cut down!

Maybe you should change how construction bots cut them down, so we can see the transition to a stump.
by KrzysD
Fri May 15, 2015 11:55 am
Forum: News
Topic: Friday Facts #85 - Sales Stats
Replies: 49
Views: 39011

Re: Friday Facts #85 - Sales Stats

I started my series in January (https://www.youtube.com/playlist?list=PLdsTktsb06lo9sH1kQEIzp59h13KGQlsQ) and there's a bump in the chart at that point which I would like to think could be attributed to my videos. To this day it was one of my most successful series in terms of views, the first epis...
by KrzysD
Sun Apr 19, 2015 9:27 pm
Forum: Mods
Topic: [MOD 0.12.X] Leons Automated Upgrade Generation
Replies: 15
Views: 28876

Re: [MOD 0.11.X] Leons Automated Upgrade Generation

Hi KrzysD, thank you for your feedback! There are two ways to make both mods work together: ===== First method ===== (Makes combat tech in peace mod accessible) 1) Change a setting in the peace mod. 1.1) Extract the peace mod with an extract tool (e.g. WinZIP , 7-Zip ). 1.2) Open 'config.lua' in th...
by KrzysD
Sun Apr 19, 2015 5:25 pm
Forum: News
Topic: Friday Facts #82 - Optimisations
Replies: 58
Views: 45277

Re: Friday Facts #82 Optimisations

Great Friday Facts!! Would love to see the higher resolution entities for 0.12 like mentioned in FF64
by KrzysD
Sun Apr 19, 2015 2:50 pm
Forum: Mods
Topic: [MOD 0.11.21] Upgraded Accumulators/Stuff
Replies: 6
Views: 13477

Re: [MOD 0.11.21] Upgraded Accumulators/Stuff

I think it would make more sense to have the tech prerequisite to be electric-energy-accumulators-1 not electric-energy-distribution-1
by KrzysD
Fri Apr 17, 2015 5:49 pm
Forum: Mods
Topic: [MOD 0.12.X] Leons Automated Upgrade Generation
Replies: 15
Views: 28876

Re: [MOD 0.11.X] Leons Automated Upgrade Generation

getting this error
Image

It is a different tech level 6 every time i run the game, when it loads the mod.


-Edit: Version 11.21

Edit 2: Figured out why the error happens, doesn't work with peace mod.
by KrzysD
Fri Apr 10, 2015 6:50 pm
Forum: Mods
Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
Replies: 35
Views: 44374

Re: [MOD 0.11.20] Upgrade with construction robots

You just made the most asked for mod ever, Thank you for this! I bet the Factorio team will implement this at one point. :D :D :D
by KrzysD
Thu Apr 09, 2015 10:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.20] [kovarex] Lines on Minimap when scaling UI
Replies: 7
Views: 3746

Re: [0.11.20] [kovarex] Lines on Minimap when scaling UI

Here is my graphic settings http://i.imgur.com/b3SXFvL.jpg Here is the log 0.000 2015-04-09 17:42:43; Factorio 0.11.21 (Build 13994, win64) 0.000 Operating system: Windows 7 Service Pack 1 0.000 Read data path: C:/Program Files/Factorio/data 0.000 Write data path: C:/Users/Chris/AppData/Roaming/Fact...
by KrzysD
Wed Apr 08, 2015 5:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.20] [kovarex] Lines on Minimap when scaling UI
Replies: 7
Views: 3746

[0.11.20] [kovarex] Lines on Minimap when scaling UI

Get some weird lines on the minimap when the UI is scaled down or up.
by KrzysD
Fri Mar 13, 2015 9:11 pm
Forum: Releases
Topic: Version 0.11.18
Replies: 28
Views: 42183

Re: Version 0.11.18

my power production goes negative..well just the bar but i produce 0W

edit: nevermind it fixed itself... :shock:
by KrzysD
Thu Feb 19, 2015 6:47 pm
Forum: Mods
Topic: [MOD 0.12.x] Equalizer chests v1.4.0
Replies: 66
Views: 59935

Re: [Mod 0.11.x] Equalizer chests v1.0.0

Bug report; if you put blueprints in they will be cleared.

Would it be to much to ask for Equalizing Passive Provider Chest? 8-)

Thanks for the useful mod :D
by KrzysD
Sat Nov 22, 2014 7:40 pm
Forum: Mods
Topic: [MOD 0.11.7] Offshore Dump (1.0.1)
Replies: 19
Views: 25211

Re: [MOD 0.11.3] Offshore Dump (1.0.0)

Great mod! You should make one to burn off liquids like they do for oil fields.
by KrzysD
Tue Nov 18, 2014 6:52 pm
Forum: Mods
Topic: [MOD 0.11.14+] Blueprint String
Replies: 35
Views: 74347

Re: [0.11.3] Blueprint String

Used the code from https://forums.factorio.com/forum/viewtopic.php?f=14&t=6516 for the outpost.zip, opened the file with copied with notepad and pasted to compressed it, ran it into Blueprint String, and it created the blueprint fine, placed it and bots started to come to assemble and crashed Co...

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