Search found 530 matches

by jorgenRe
Thu Nov 10, 2016 6:06 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 166239

Re: Count to 1,000,000

442 does not have 45 as one of its factors.
by jorgenRe
Fri Oct 14, 2016 7:35 pm
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 52026

Re: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)

ledzilla wrote:Also, there were some problems encountered and it turned into a bit of a mess. Is there a way to completely reset the underground layer?
Like in shadow biters spreading too far :twisted:?
Sorry i'm not working on this mod anymore =/
by jorgenRe
Thu Oct 13, 2016 3:01 pm
Forum: Mods
Topic: [Mod 0.11.22] CyberChest 0.9.0
Replies: 58
Views: 43734

Re: [Mod 0.11.22] CyberChest 0.9.0

it does not work. it opens a window and stands there __CyberChest __ / Control.lua : 2 : __CyberChest __ / Script / cyberchest.lua : 4 : attempt to index global 'game' (a nil value) pls help ^^ the problem is in this line: surface = game.surfaces['nauvis'] tried in 0.12.33 anybody know a fix? greet...
by jorgenRe
Fri Oct 07, 2016 6:36 pm
Forum: Ideas and Suggestions
Topic: Personal transponder - Avoid getting run over by trains
Replies: 5
Views: 2290

Re: Personal transponder - Avoid getting run over by trains

Can't you hook up rail signals to the circuit network to do cool things like have automatic gates? You can't do anything for a player dumb enough to play on railroad tracks, just like IRL. I don't think there's any way to force trains to slow down. They'll barrel down at full speed no matter what, ...
by jorgenRe
Thu Oct 06, 2016 8:58 pm
Forum: Implemented Suggestions
Topic: Option to disable removal of similar output from scripts
Replies: 7
Views: 2309

Re: Option to disable removal of similar output from scripts

ssilk wrote:Just open Factorio windowed and use a program like http://tailforwin32.sourceforge.net/
:o Interesting!
by jorgenRe
Thu Oct 06, 2016 7:11 pm
Forum: Implemented Suggestions
Topic: Option to disable removal of similar output from scripts
Replies: 7
Views: 2309

Re: Option to disable removal of similar output from scripts

If you're debugging stuff just use the log(...) function that writes to the log file instead of in-game. I guess that is a better option sometimes, but i like to see the debug straight away when testing something that has a lot of variables that changes depending on what you put in a chest. Creatin...
by jorgenRe
Wed Oct 05, 2016 8:42 am
Forum: Ideas and Suggestions
Topic: server clusters
Replies: 5
Views: 2226

Re: server clusters

from what i've heard, the limit isn't the server. it's all the clients unable to keep up with the server jam packed with people. the game was never intended to be a MMO . in great numbers we could do great things. sadly it only takes 1 or a few trolls to ruin it. :? And the few people who cant get ...
by jorgenRe
Tue Oct 04, 2016 8:20 pm
Forum: Ideas and Suggestions
Topic: Personal transponder - Avoid getting run over by trains
Replies: 5
Views: 2290

Re: Personal transponder - Avoid getting run over by trains

I think you can do this already with circuit network You can using clever things like for example putting wall around your whole track, then only letting you through when its green....OR you could be silly and place a single piece of gate that is always open, but when you are close to it it closes....
by jorgenRe
Tue Oct 04, 2016 7:40 pm
Forum: Implemented Suggestions
Topic: Option to disable removal of similar output from scripts
Replies: 7
Views: 2309

Option to disable removal of similar output from scripts

Hi, it would be neat if it was possible to stop the chat from removing parts of what is printed to it. Since sometimes when debugging it may feel a little to agressive. Take for example a line divider that it only displays once because it always is similar. It is of course a simple fix by making sur...
by jorgenRe
Mon Oct 03, 2016 9:41 pm
Forum: Modding discussion
Topic: [WIP Mod]Need ideas for Modular Nuclear Reactor
Replies: 0
Views: 914

[WIP Mod]Need ideas for Modular Nuclear Reactor

Hi, i have started to work on a new project which is modular reactors. This mod will let you create your own reactor that creates a varyeing amount of energy dependant upon which modules you insert into it. Basically the reactors you get from industrial craft 2 for Minecraft http://wiki.industrial-c...
by jorgenRe
Mon Oct 03, 2016 9:22 pm
Forum: Modding discussion
Topic: Using modified factorio graphics in mods - official policy?
Replies: 12
Views: 9377

Re: Using modified factorio graphics in mods - official policy?

Thanks. So, if I'm reading that right, this exact sort of thing is allowed, as long as the mod is under a free license. However, there's no recommended license/process to follow at this time. That post is a couple of years old now - there's no more recent updates on this? I guess for now I can put ...
by jorgenRe
Mon Sep 26, 2016 9:42 pm
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 52026

Re: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)

Iorek wrote:
jorgenRe wrote: Who doesn't like big machines :D ?

I WANT THIS!!!
What you want is a better model ;)!
by jorgenRe
Thu Sep 22, 2016 2:30 pm
Forum: Mods
Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Replies: 70
Views: 86367

Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)

Malryn wrote: Been playing for several hours with my buckets running and things are going fine so far.
Puh xD Always happy when there are no mod breaking updates :P
Though 0.15 is when il make my return ;)!
by jorgenRe
Mon Sep 19, 2016 7:14 pm
Forum: Mods
Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
Replies: 63
Views: 59404

Re: [MOD 0.13.0+]Useful Space Industry[0.2.4](27th June)

Maja153 wrote:Are there going to be any more new things added?
Thats the big mistery :ugeek:
There are things i want to do, but for now im waiting.
by jorgenRe
Sun Aug 07, 2016 7:31 pm
Forum: Mods
Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Replies: 70
Views: 86367

Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)

This is the best mining mod ever! Could you add fences to the excavator please? It's boring to build them counting tiles of distance between them. I've tried to do it myself but my fences are appearing and disappearing while excavator rotates, and I don't know how to solve this problem... And could...
by jorgenRe
Sat Jul 30, 2016 7:18 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 166239

Re: Count to 1,000,000

426 is divisible by 2, 3, 71 and thereby also 6 which is the number of letters in "submit"
by jorgenRe
Thu Jul 28, 2016 3:15 pm
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 52026

Re: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)

gum500 wrote:when i try to put a car this error pop up
Thanks for the report, and welcome to the forum. Uploaded fix to mods.factorio site :)!
by jorgenRe
Tue Jul 26, 2016 7:55 pm
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 52026

Re: [Mod 0.13.0+]The Underground(Release 0.0.8)(24.7.16)

Airat9000 wrote:
jorgenRe wrote:Mod updated to fix the lava lamps. It is a temporary fix atm.
0.13.11
:mrgreen:
NOW, now it should work...
by jorgenRe
Tue Jul 26, 2016 8:03 am
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 52026

Re: [Mod 0.13.0+]The Underground(Release 0.0.8)(24.7.16)

Mod updated to fix the lava lamps. It is a temporary fix atm.
by jorgenRe
Tue Jul 26, 2016 7:24 am
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 52026

Re: [Mod 0.12.17+]The Underground(Release 0.0.7)(12.11.2015)

Airat9000 wrote: :( :(
Dang it, bugfix xD!

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