Search found 240 matches
- 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...
- 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.
- 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...
- 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
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.Airat9000 wrote: screen
- 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...
- Fri Jul 18, 2014 4:46 am
- Forum: Ideas and Suggestions
- Topic: Robot Pickup
- Replies: 3
- Views: 1170
Re: Robot Pickup
As requested: NoMoreBots v1.0Ranakastrasz wrote:That would be appreciated
- 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:
Download:
- 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.
- 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.
- 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
It already has the ability to filter per side. Am I misunderstanding your comment?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?
- 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...
- 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...
- 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.
- 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)
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."Rahjital wrote:That's supposed to happen automatically when tiles are changed, so this must be a Factorio bug.
- 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...
- 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:
- 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...
- 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...
- Sun Jul 13, 2014 1:39 am
- Forum: Energy Production
- Topic: Powering sequence
- Replies: 5
- Views: 17566
Re: Powering sequence
Shift click on a pole. You can also change the keybinds in the options.-root wrote:Ok, rookie question. How do you disconnect the poles?
- 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.