Seeing all these creations makes me feel like an idiot for coming up with this monstrosity:
Search found 259 matches
- Fri May 08, 2015 1:07 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 545611
- Thu May 07, 2015 11:39 pm
- Forum: Gameplay Help
- Topic: Help with Rails!
- Replies: 2
- Views: 2111
Help with Rails!
I've been trying for a while, but I can't fix these rail junctions: http://i.imgur.com/HjSK1op.png?1 Trains sometimes get stuck in a deadlock there, and it's pretty annoying. I would like to keep most of my infrastructure intact, so do as little changing around as necessary. Thank you for the help! ...
- Wed May 06, 2015 6:55 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 165721
Re: Count to 1,000,000
I drove on route 271
- Wed May 06, 2015 10:05 am
- Forum: Mods
- Topic: [MOD 0.1.1] Colored Lights
- Replies: 10
- Views: 15214
Re: [MOD 0.1.1] Colored Lights
Oh. My. God.
Yes. Yes. And yes again.
Yes. Yes. And yes again.
- Sat May 02, 2015 1:55 am
- Forum: Show your Creations
- Topic: One million electronic circuit factory.
- Replies: 10
- Views: 20617
Re: One million electronic circuit factory.
All your base are belong to uskeyboardhack wrote:Defining what's big in a game like factorio is not that easy especially when you begin to compare factories with other people. in 0.12 all our bases will look tiny if we compare them to the bases we will be able to build after 0.12
Production
- Thu Apr 30, 2015 7:11 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 34684
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
https://www.youtube.com/watch?v=FkfY-Olt5nYZTStrike wrote:Anyone got video of this thing working?
- Tue Apr 28, 2015 6:55 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 34684
Re: [MOD 0.11.x] Artillery Cannon
Yes, it is working with DyTech, as I'm using it in my save XDXterminator wrote:This should work with most other mods right? Like Dytech for example? I think this might be the perfect solution for the problem me and a friend are having with killing stuff in Dytech.
- Mon Apr 27, 2015 9:22 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 34684
Re: [MOD 0.11.x] Artillery Cannon
I did want it to have a min range, but everything I tried to make it happen failed. If anyone knows how to make it happen let me know so I can update it. For now just (try to) keep the creeps away from your base! :P What about a "don't fire at target if within this many tiles of a building&quo...
- Mon Apr 27, 2015 2:21 am
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 34684
Re: [MOD 0.11.x] Artillery Cannon
Love it! Just wish it had a minimum range. Keeps blowing up all meh turrets lol.
- Wed Apr 15, 2015 1:52 am
- Forum: Mods
- Topic: [0.11.5]Belt Switchers
- Replies: 32
- Views: 43877
Re: [0.11.5]Belt Switchers
Just tried adding in 4 other levels of belts to this. Failed miserably. I'll never be a LUA coder
- Tue Apr 14, 2015 10:51 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Floors v0.0.2
- Replies: 56
- Views: 51194
Re: [MOD 0.10.x] Floors v0.0.2
Do the floors affect walking/driving speed like the RoadWorks mod? Or is it purely aesthetic?
- Sat Apr 11, 2015 12:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 77854
Re: [0.11.17+] Slipstream Chests - 1.1.0
That's strange. I'm not sure what could cause that - Slipstream doesn't interact with other mods in any special way, it just acts like a chest. Can you still load the save in whatever previous version you were running? Yes, and to fix it, I loaded the save with slipstream disabled, saved, and then ...
- Sat Apr 11, 2015 2:21 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 77854
Re: [0.11.17+] Slipstream Chests - 1.1.0
Hi there, mod maker! Thought I'd bring a bug I'd noticed to your attention, not sure if it's caused by other mods, but it seems to be (see pic below) When I load up my save after updating (I'm running on Factorio 11.20) I get an error and it closes the game and brings me back to the menu, but it doe...
- Fri Apr 03, 2015 7:34 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173519
Re: [MOD 0.11.X] MoMods: MoWeather Fixes
Congrats on getting your own "Big mod" section
- Sat Feb 28, 2015 2:35 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93643
Re: Bug Reports
Stone Crusher wouldn't accept modules, added "allowed_effects = {"consumption", "speed", "productivity"}," after line 199 in buildingprototypes.lua
Fixed issue.
Fixed issue.
- Fri Feb 27, 2015 7:54 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191305
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Spawns in mine, I dunno what's wrong with yours.Liquid5n0w wrote:I'm having trouble with Dytech warfare and gems not spawning. Anyone else?
- Sat Feb 21, 2015 11:33 pm
- Forum: Ideas and Suggestions
- Topic: Save window geometry upon exit / Remember window positions / Store window size/location between games
- Replies: 83
- Views: 23007
Windows Resolution
joined, identical -- ßilk
I know that you can manually resize the game window to suit your needs, however, I would greatly appreciate an in-game or .ini option for saved resolution whilst in windowed mode. Could save valuable screen real-estate
I know that you can manually resize the game window to suit your needs, however, I would greatly appreciate an in-game or .ini option for saved resolution whilst in windowed mode. Could save valuable screen real-estate
- Wed Feb 11, 2015 1:41 am
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 288383
Re: [MOD 0.11.x] Landfill (2.1.2)
Welp, found a neat little bug.
If you stand right next to the bomb when it goes off, you go into "god mode"
It's almost like playing freeplay.
If you stand right next to the bomb when it goes off, you go into "god mode"
It's almost like playing freeplay.
- Sat Feb 07, 2015 4:05 am
- Forum: Show your Creations
- Topic: Heads up biters, it's an invasion
- Replies: 10
- Views: 12640
Re: Heads up bitters, it's an invasion
When the radar maps out a chunk, it shows all things in it, even the biters, which are what the little red dots are.dee- wrote:It's full of red
What are the straight thin red edges? Some sort of radar/view range artifact?