Search found 2919 matches

by Optera
Sat Jul 16, 2016 5:24 am
Forum: Mods
Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Replies: 25
Views: 13599

Re: [Mod 0.13.3+] Concrete Edges 1.0.0

This starts to look so good I wouldn't be surprised to see it integrated in base.
by Optera
Sat Jul 16, 2016 5:21 am
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 95728

Re: [MOD 0.12+] Mining Tools - resources generation and speed

for large ponds, did you try the water-injector-machine that is included with the mod ? that's what it makes. And the animation is quite funny with big explosions everywhere. I could make one big dynamite, but it feels a little OP, no ? Or maybe I did not understand, and you need lake of water ? If...
by Optera
Fri Jul 15, 2016 6:38 pm
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 95728

Re: [MOD 0.12+] Mining Tools - resources generation and speed

Nice addition for Turtles and Megabases. Could you add a dynamite creating ponds (or if used in mass whole lakes). I really would like a quick and easy way to smooth the ugly transitions between .12 chunks and .13 chunks by dropping a few tons of TNT to create nice lakes :D I know there are mods doi...
by Optera
Fri Jul 15, 2016 6:21 pm
Forum: Modding help
Topic: Making changes to mods only come in effect in new save
Replies: 4
Views: 1667

Re: Making changes to mods only come in effect in new save

Should go to modding help.
Check if global variables are read and set correctly.
post or pm me your mod, maybe i can find something.
by Optera
Fri Jul 15, 2016 6:07 pm
Forum: Combinator Creations
Topic: Smart Belt Balancer
Replies: 9
Views: 10990

Re: Smart Belt Balancer

Whats the advantage over splitter only N to M balancers? They can run at full compression for most scenarios. https://www.reddit.com/r/factorio/comments/3fq3cc/count_perfect_n_to_m_belt_balancers/ Splitter based N to M balancers tend to get very large if you try to balance n^2+1 outputs. For exampl...
by Optera
Fri Jul 15, 2016 7:47 am
Forum: This Forum
Topic: Cursor hard to see on textbox when creating post
Replies: 2
Views: 1337

Re: Cursor hard to see on textbox when creating post

Cursor is invisible in textboxes for me too.
I switched to prosilver skin just because of this.

Change Textbox background either to very bright or very dark grey please.
by Optera
Fri Jul 15, 2016 7:40 am
Forum: Mods
Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Replies: 25
Views: 13599

Re: [Mod 0.13.3+] Concrete Edges 1.0.0

How would diagonal edges behave if they border stone? It would look nice if that results in half stone half concrete tiles. How would Hazard Concrete look and behave? Do you mean this? Screen Shot 2016-07-15 at 2.53.05 PM.png I just changed the graphics, so it is the default behaviour of Factorio. ...
by Optera
Fri Jul 15, 2016 6:27 am
Forum: Modding discussion
Topic: Rotating Entities based on Constant Combinator
Replies: 0
Views: 580

Rotating Entities based on Constant Combinator

Entities based on constant Combinator behave odd. They can be rotated while held in hand, but not after being placed. data:extend({ { type = "constant-combinator", name = "item-sensor", icon = "__base__/graphics/icons/constant-combinator.png", flags = {"placeable-n...
by Optera
Fri Jul 15, 2016 5:43 am
Forum: Mods
Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Replies: 25
Views: 13599

Re: [Mod 0.13.3+] Concrete Edges 1.0.0

How would diagonal edges behave if they border stone?
It would look nice if that results in half stone half concrete tiles.

How would Hazard Concrete look and behave?
by Optera
Fri Jul 15, 2016 5:22 am
Forum: Combinator Creations
Topic: Smart Belt Balancer
Replies: 9
Views: 10990

Re: Smart Belt Balancer

Whats the advantage over splitter only N to M balancers? They can run at full compression for most scenarios.
https://www.reddit.com/r/factorio/comme ... balancers/
by Optera
Fri Jul 15, 2016 5:13 am
Forum: Fan Art
Topic: Did a thing that Other People already did.
Replies: 4
Views: 4573

Re: Did a thing that Other People already did.

annoying white dog appeared and stole your phone :P
by Optera
Fri Jul 15, 2016 5:05 am
Forum: Not a bug
Topic: [0.13.8] Circular Belt gets stuck when getting filled.
Replies: 10
Views: 6742

Re: [0.13.8] Circular Belt gets stuck when getting filled.

No bug just a terrible design.
Easy fixes:
1) use Splitters to merge belts
2) check circular belt content and only allow adding new items if there is lack of said item eg: viewtopic.php?f=8&t=28414
by Optera
Fri Jul 15, 2016 4:57 am
Forum: Railway Setups
Topic: 0.13 Smart supply-train loader + other solutions
Replies: 89
Views: 39952

Re: 0.13 Smart supply-train loader + other solutions

Have you tried putting different technologies, item amount and different item types (more than 5)? Both versions will work with any tech level (if you set stack size as signals S and T correctly ) and as much different items as the requester chests can hold. It will only break on user error, like o...
by Optera
Thu Jul 14, 2016 3:42 pm
Forum: Railway Setups
Topic: 0.13 Smart supply-train loader + other solutions
Replies: 89
Views: 39952

Re: 0.13 Smart supply-train loader + other solutions

Using my Sensor mod made the smart loader almost trivial. left vanilla loader, right loader using sensor getting wagon inventory Same speed from completely empty wagon, but also works fine with half filled wagons. 2016-07-14-17-35-12-3272826.png Sensor Mod: https://mods.factorio.com/mods/Optera/Inve...
by Optera
Thu Jul 14, 2016 6:54 am
Forum: Mod portal Discussion
Topic: BUG: Clicking on screenshot thumbnail doesn't expand them
Replies: 7
Views: 2798

Re: BUG: Clicking on screenshot thumbnail doesn't expand them

This bug makes uploading screenshots to present your mod somewhat pointless.
by Optera
Tue Jul 12, 2016 6:04 pm
Forum: General discussion
Topic: 5 Must Have Mods!!!
Replies: 15
Views: 11452

Re: 5 Must Have Mods!!!

Hard to find 5 i'd need on every game. These 5 are the ones I that add most in my opinion. #1 Blueprint String (so handy, why is it not part of the base game yet?) #2 FARL (I love OTTD like tain networks) #3 Rail Tanker (I love OTTD like tain networks) #4 RSO (generates need to use FARL and Rail Tan...
by Optera
Tue Jul 12, 2016 4:34 am
Forum: Implemented Suggestions
Topic: [0.13] Get train content as signal from train stop
Replies: 52
Views: 29647

Re: [0.13] Get train content as signal from train stop

What if I want to have balanced amount of specified materials across my all wagons? (It is not often situation to customize slots like that, but is possible). Can't do that just using train content reader. Unless the train comes into a station already unbalanced it's fairly simple to make it load e...
by Optera
Mon Jul 11, 2016 6:08 am
Forum: Railway Setups
Topic: 0.13 Smart supply-train loader + other solutions
Replies: 89
Views: 39952

Re: 0.13 Smart supply-train loader + other solutions

Tweaking the belt feedback to no avail i dropped the perfect count part and simply load until remaining items are less than normal inserter's stacks. Currently I use it to ship supplies to outposts in ore trains so it really doesnt matter much if i get 94 repair kits instead of 100. + it's as fast a...
by Optera
Sun Jul 10, 2016 8:31 pm
Forum: Ideas and Suggestions
Topic: [0.13] Mod Launcher
Replies: 6
Views: 4007

Re: [0.13] Mod Launcher

I made a batch script switching out the whole mod folder so i can run different versions of mods for testing.
Having profiles to do that from a game launcher would be comfortable. Mod installing, updating, en/disabling should also happen in the launcher so we don't restart the game just for updates.
by Optera
Sun Jul 10, 2016 8:22 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 343659

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.32

I like the visual connection points in the middle, but the vertical tanks look just wrong to me.

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