Search found 2919 matches
- 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.
- 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...
- 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...
- 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.
Check if global variables are read and set correctly.
post or pm me your mod, maybe i can find something.
- 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...
- 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.
I switched to prosilver skin just because of this.
Change Textbox background either to very bright or very dark grey please.
- 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. ...
- 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...
- 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?
It would look nice if that results in half stone half concrete tiles.
How would Hazard Concrete look and behave?
- 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/
https://www.reddit.com/r/factorio/comme ... balancers/
- 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
- 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
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
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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.
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.
- 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.