Any chance you could post the map exchange string. I'm interested in having a go at this map myself.
Thanks
Search found 31 matches
- Wed Mar 18, 2015 2:13 am
- Forum: Show your Creations
- Topic: Challenge: Inhospitable Landing
- Replies: 9
- Views: 13156
- Tue Mar 17, 2015 8:20 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] [kovarex] Gui still shows when mod is disabled
- Replies: 14
- Views: 6915
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
i give up ... the screens also show no mods - thats because i made them. if there mods then they can seen in info-lines. The point is that in order to have GUI fragments left, you must have had mods installed previously to make them. No one's trying to say that you still have mods installed. Those ...
- Mon Mar 16, 2015 2:10 am
- Forum: Gameplay Help
- Topic: Filtering a slot in an inventory?
- Replies: 7
- Views: 14665
Re: Filtering a slot in an inventory?
The default binding for filtering is to middle click (click with mouse wheel) on the slot.
This then opens a window to choose which item for the filter.
As far as I know, this only works on the toolbar, and train wagon slots.
This then opens a window to choose which item for the filter.
As far as I know, this only works on the toolbar, and train wagon slots.
- Thu Mar 12, 2015 2:08 am
- Forum: Duplicates
- Topic: [0.11.17 OS X] Crash on clear tool while repairing
- Replies: 2
- Views: 2962
Re: [0.11.17 OS X] Crash on clear tool while repairing
This is a duplicate, they have already fixed the problem for the next version:
https://forums.factorio.com/forum/vie ... =30&t=8986
https://forums.factorio.com/forum/vie ... =30&t=8986
- Sat Mar 07, 2015 8:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.17] repair kit usage + hitting Q to unselect
- Replies: 6
- Views: 6574
Re: [0.11.17] repair kit usage + hitting Q to unselect
Just had this happen also. Was using a repair kit, and pressed Q to put it away while still using it with the left mouse button -> crash. Here's my entire log: 707059.539127 Info Logger.cpp:153: 2015-03-07 20:56:47; Factorio 0.11.17 (Build 13721, win64) 707059.539200 Info Logger.cpp:157: Operating s...
- Sun Mar 01, 2015 9:15 pm
- Forum: Not a bug
- Topic: [0.11.16] [cube] Progress bar will not display correct information
- Replies: 11
- Views: 3735
Re: [0.11.16] Progress bar will not display correct information
I'm just guessing, but I bet the unzipped size of your map is around 16MB, and this is the format the game is uploading. That would make sense, as that would be how the game has it in memory. Although this suggests that some improvement could be made to the map uploading performance by uploading the...
- Fri Feb 27, 2015 4:50 am
- Forum: Duplicates
- Topic: [0.11.16] No countdown on Rocket Defense
- Replies: 2
- Views: 3273
Re: [0.11.16] No countdown on Rocket Defense
Are you actually crafting, and placing the rocket defense? Not just researching it.
I've only finished a game on peaceful mode so far, so I don't know about whether the biters will come to attack, but the countdown and stats should happen.
I've only finished a game on peaceful mode so far, so I don't know about whether the biters will come to attack, but the countdown and stats should happen.
- Sat Jan 17, 2015 10:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.12] Inserters and boilers
- Replies: 2
- Views: 1691
Re: [0.11.12] Inserters and boilers
This is probably because of the optimizations to inserters made a couple of updates ago.
They go to sleep when there's nothing for them to do, and wait to be told to wake up by things around them.
It seems the boilers aren't waking up the inserters.
They go to sleep when there's nothing for them to do, and wait to be told to wake up by things around them.
It seems the boilers aren't waking up the inserters.
- Sat Nov 15, 2014 9:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Gates and Cars
- Replies: 17
- Views: 7350
Re: [0.11.1] Gates and Cars
I think the trick is to have a fortified entrance to your base if you are expecting unwanted visitors.
Have a corridor lined with turrets with the gate at the end of it. That way you can slow down for the gate and the turrets can keep you safe.
Have a corridor lined with turrets with the gate at the end of it. That way you can slow down for the gate and the turrets can keep you safe.
- Sat Nov 01, 2014 8:59 am
- Forum: Releases
- Topic: Version 0.11.1
- Replies: 118
- Views: 95184
Re: Version 0.11.1
if i try to start level 3 of the story i get this message: I had this same issue, and you can fix it by opening up the control.lua file in data\base\campaigns\beta\level-03 and changing the line recipelist["wall"].enabled = true to recipelist["stone-wall"].enabled = true They ch...
- Fri Oct 31, 2014 9:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] New hope campaign is not working
- Replies: 8
- Views: 4536
Re: starting campaigns in 0.11.0
I also get this bug while trying to start a single player campaign on 0.11.1.
It fails on new hope, level-01 or level-02, but works on first steps.
It fails on new hope, level-01 or level-02, but works on first steps.