Search found 530 matches
- 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.
- 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)
Like in shadow biters spreading too far ?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?
Sorry i'm not working on this mod anymore =/
- 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...
- 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, ...
- 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
Interesting!ssilk wrote:Just open Factorio windowed and use a program like http://tailforwin32.sourceforge.net/
- 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...
- 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 ...
- 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....
- 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...
- 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...
- 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 ...
- 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)
What you want is a better model !Iorek wrote:I WANT THIS!!!jorgenRe wrote: Who doesn't like big machines ?
- 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)
Puh xD Always happy when there are no mod breaking updatesMalryn wrote: Been playing for several hours with my buckets running and things are going fine so far.
Though 0.15 is when il make my return !
- 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)
Thats the big misteryMaja153 wrote:Are there going to be any more new things added?
There are things i want to do, but for now im waiting.
- 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...
- 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"
- 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)
Thanks for the report, and welcome to the forum. Uploaded fix to mods.factorio site !gum500 wrote:when i try to put a car this error pop up
- 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)
NOW, now it should work...Airat9000 wrote:0.13.11jorgenRe wrote:Mod updated to fix the lava lamps. It is a temporary fix atm.
- 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.
- 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)
Dang it, bugfix xD!Airat9000 wrote: