Search found 240 matches

by Turtle
Sun Jul 20, 2014 10:33 pm
Forum: General discussion
Topic: A "Co-op" style playthrough, would you watch?
Replies: 22
Views: 7422

Re: A "Co-op" style playthrough, would you watch?

Count me in as a youtuber. I also like the idea of not seeing what the player before has done :lol: This could be interesting to watch. Some might be *cough* encouraged to over-complicate things for the next guy just to see their reactions on YouTube. But you would have to be careful with that beca...
by Turtle
Sun Jul 20, 2014 1:42 am
Forum: General discussion
Topic: A "Co-op" style playthrough, would you watch?
Replies: 22
Views: 7422

Re: A "Co-op" style playthrough, would you watch?

This could be interesting to watch. Some might be *cough* encouraged to over-complicate things for the next guy just to see their reactions on YouTube. But you would have to be careful with that because it may get old after like 8-ish episodes.
by Turtle
Fri Jul 18, 2014 11:20 pm
Forum: Gameplay Help
Topic: How to connect robot network with logistic network?
Replies: 20
Views: 11107

Re: How to connect robot network with logistic network?

Your roboports must be connected to form a large logistics network as pictured below: roboport-connected.jpg If your roboports are not connected as pictured below, you will have two separate logistics networks. roboport-not-connected.jpg Hope this helps. EDIT: Just to make things more clear: The ora...
by Turtle
Fri Jul 18, 2014 7:10 pm
Forum: Mods
Topic: [MOD 0.11.x] NoMoreBots v1.0
Replies: 9
Views: 21371

Re: [MOD 0.10.x] NoMoreBots v1.0

Airat9000 wrote::D screen
A screenshot would be pointless as this mod doesn't add anything visually. It would be just a picture of bots with the mouse over it.
by Turtle
Fri Jul 18, 2014 5:08 am
Forum: Not a bug
Topic: [0.9.8] Trains going north<->south shorter than east<->west
Replies: 12
Views: 10522

Re: [0.9.8] Trains going north<->south shorter than east<->w

I would find it more useful, if a train stop can show me the inserter positions of some types of trains. Click on train stop -> choose new train position tab -> configure train -> highlighted positions on map. The next logical step would be, that construction bots can build up a train with that con...
by Turtle
Fri Jul 18, 2014 4:46 am
Forum: Ideas and Suggestions
Topic: Robot Pickup
Replies: 3
Views: 1170

Re: Robot Pickup

Ranakastrasz wrote:That would be appreciated
As requested: NoMoreBots v1.0
by Turtle
Fri Jul 18, 2014 4:40 am
Forum: Mods
Topic: [MOD 0.11.x] NoMoreBots v1.0
Replies: 9
Views: 21371

[MOD 0.11.x] NoMoreBots v1.0

No more bots in your inventory! Are you tired of accidentally picking up bots while removing things such as belts? This mod removes the ability to pickup construction and logistics bots while they're in flight.

Download:
NoMoreBots.zip
(604 Bytes) Downloaded 1054 times
by Turtle
Fri Jul 18, 2014 1:26 am
Forum: Ideas and Suggestions
Topic: Robot Pickup
Replies: 3
Views: 1170

Re: Robot Pickup

I agree. I even made a little mod to disallow that. I can post it if you want.
by Turtle
Thu Jul 17, 2014 8:28 pm
Forum: Implemented Suggestions
Topic: Change Plastic Graphic Request
Replies: 4
Views: 6763

Re: Change Plastic Graphic Request

Or change the steal graphic. I usually think of i-beams as being orange as pictured here.
by Turtle
Thu Jul 17, 2014 7:17 am
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 89958

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

CreeperDaReeper wrote:Got an idea for ya ThePear. Would it be possible to have an Upgraded Smart Splitter that has a filter per belt side?
It already has the ability to filter per side. Am I misunderstanding your comment?
by Turtle
Thu Jul 17, 2014 7:15 am
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 93398

Re: [MOD 0.10.x] Compression Chests: virtually unlimited sto

So, I tried changing the C in chest to be capital, because I got the error: "Error None: Error when opening ~/factorio/mods/Compression Chests/graphics/Compression Chest - Icon.png: No such file or directory" After making all three words capitalized, I get this error: "Error None: Er...
by Turtle
Thu Jul 17, 2014 1:48 am
Forum: Mods
Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Replies: 71
Views: 41130

Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Bug: If a Refinery is full and you drive a Harvester near it to collect resources, it will take the resources, but they disappear since the inventory is full. So you end up losing an entire truck load of resources! EDIT: I think I see the problem: control.lua - lines 55 - 67 for _, refinery in pairs...
by Turtle
Thu Jul 17, 2014 1:22 am
Forum: Ideas and Requests For Mods
Topic: Multiple Factorio Directories (API, Mod, or Suggestion?)
Replies: 3
Views: 3874

Re: Multiple Factorio Directories (API, Mod, or Suggestion?)

You can just download the .zip instead of the installer, then each version will have their own saves in their own directories. The only problem is the mods... saves can't turn off specific mods without restarting the game.
by Turtle
Tue Jul 15, 2014 12:16 am
Forum: Mods
Topic: [0.9.x] Landfill (1.1)
Replies: 52
Views: 39551

Re: [0.9.x] Landfill (1.1)

Rahjital wrote:That's supposed to happen automatically when tiles are changed, so this must be a Factorio bug.
Oh well, at least it's fixed if you scan with radar... so I just put a couple and let them scan the "new land."
by Turtle
Mon Jul 14, 2014 10:34 pm
Forum: Frequently Suggested / Link Collections
Topic: Mouse / Touchscreen / Keyboard only interface
Replies: 14
Views: 13368

Re: Mouse / Touchscreen / Keyboard only interface

I think mainly to secondary (tertiary) keys. I remember that from Battlefield, that for every action I could define two controls. Also - very cool - was the joystick-support, which could be linked to some specialized actions. Many, many games offer alternate keybind support. I was actually surprise...
by Turtle
Mon Jul 14, 2014 6:12 pm
Forum: Mods
Topic: [0.9.x] Landfill (1.1)
Replies: 52
Views: 39551

Re: [0.9.x] Landfill (1.1)

Water-be-gone doesn't update the minimap when filled:
water-be-gone.jpg
by Turtle
Sun Jul 13, 2014 3:06 pm
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 89958

Re: [MOD 0.10.x]Smart Splitters - N-way splitting and filter

You are correct on the smart/filtered, I have changed the topic name. Fast_replaceable_group requires entities to be of the same size, and since this entity is 1x1 and normal splitters are 2x1, it will not work. Another issue is that a normal splitter has only 2 lanes, this one can have infinite. A...
by Turtle
Sun Jul 13, 2014 2:59 pm
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 89958

Re: [MOD 0.10.x]Smart Splitters - N-way splitting and filter

Well done! But these are not Smart, they are Filtered splitters. Smart implies they can see the logistics network and can accept conditions. I tried setting programmable = true and it'll show the logistics condition setting but does not actually work. I'm not saying I won't be using the mod, it's ve...
by Turtle
Sun Jul 13, 2014 1:39 am
Forum: Energy Production
Topic: Powering sequence
Replies: 5
Views: 17566

Re: Powering sequence

-root wrote:Ok, rookie question. How do you disconnect the poles?
Shift click on a pole. You can also change the keybinds in the options.
by Turtle
Sun Jul 13, 2014 12:33 am
Forum: Ideas and Suggestions
Topic: Logistic bot sound effect
Replies: 1
Views: 858

Re: Logistic bot sound effect

I thought I read those sounds would be changed in the future, not sure when though. Until then, I made myself a small mod to reduce a few sounds I don't like.

Go to advanced search