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by Boogieman14
Thu Jul 07, 2016 3:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Equalizer chests v1.4.0
Replies: 66
Views: 60382

Re: [MOD 0.12.x] Equalizer chests v1.1.4

I just uploaded version 1.2.0 for Factorio 0.13 to the mod portal. This thread can probably remain for the Factorio 0.12 versions of the mod.
by Boogieman14
Fri Jul 01, 2016 3:21 pm
Forum: Mods
Topic: [MOD 0.12.x] Equalizer chests v1.4.0
Replies: 66
Views: 60382

Re: [MOD 0.12.x] Equalizer chests v1.1.4

Thanks, I already have an "official" fix, but while testing I discovered the chests won't allow circuit connections, so that stopped me from releasing it. I'll probably upload my official version to mod portal somewhere this weekend and look into those circuit connections later.
by Boogieman14
Mon May 30, 2016 10:42 am
Forum: Mods
Topic: [MOD 0.12.x] Equalizer chests v1.4.0
Replies: 66
Views: 60382

Re: [MOD 0.12.x] Equalizer chests v1.1.4

Thanks for that bit of code, Rseding :) I've updated the release version in the first post with it. Only tested very briefly in single player (as in: it loads, I can place chests and the contents move around), not tested at all in MP - make a backup of your save, if you care about it ;) Right now I...
by Boogieman14
Wed Mar 30, 2016 8:05 am
Forum: Mods
Topic: [MOD 0.12.x] Equalizer chests v1.4.0
Replies: 66
Views: 60382

Re: [MOD 0.12.x] Equalizer chests v1.1.4

... What needed fixing exactly? And why did you base it off a rather old version? :) Most likely what I have had a happen more frequently: people download older versions off the downloads section. I just removed all but the most recent version and those types of posts stopped :) I guess that could ...
by Boogieman14
Tue Mar 29, 2016 9:01 am
Forum: Mods
Topic: [MOD 0.12.x] Equalizer chests v1.4.0
Replies: 66
Views: 60382

Re: [MOD 0.12.x] Equalizer chests v1.1.4

Xiomax wrote:Unofficial mod fix for 12.11+
Equalizer_Chests_1.1.1.zip
What needed fixing exactly? And why did you base it off a rather old version? :)
by Boogieman14
Wed Feb 24, 2016 11:14 am
Forum: Mods
Topic: [MOD 0.12.x] Equalizer chests v1.4.0
Replies: 66
Views: 60382

Re: [MOD 0.12.x] Equalizer chests v1.1.4

Thanks for that bit of code, Rseding :) I've updated the release version in the first post with it. Only tested very briefly in single player (as in: it loads, I can place chests and the contents move around), not tested at all in MP - make a backup of your save, if you care about it ;) I'd also lik...
by Boogieman14
Thu Nov 19, 2015 4:04 pm
Forum: Implemented Suggestions
Topic: Manual Blueprint Filling
Replies: 4
Views: 10348

Re: Manual Blueprint Filling

This may be a partial solution for your request, in cases where you want bots to place the item from your inventory because it isn't available in the network: put the item in the logistic trash slots and construction bots will pick it up from there.
by Boogieman14
Thu Nov 19, 2015 4:02 pm
Forum: Ideas and Suggestions
Topic: Mining while holding blueprints
Replies: 3
Views: 6766

Re: Mining while holding blueprints

I've been annoyed by this as well, would be a useful addition.
by Boogieman14
Wed Nov 18, 2015 10:42 am
Forum: Mods
Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
Replies: 31
Views: 47139

Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Open control.lua, search "game.on_", replace with "script.on_"
by Boogieman14
Sun Nov 15, 2015 11:39 am
Forum: Show your Creations
Topic: Endgame designs
Replies: 19
Views: 64495

Re: Endgame designs

oliverpowerboy wrote:The defend crossway is very good but I would double up the walls and add gates to the tracks
That's what you get when some necros a thread like this... These screenshots are from the pre-gates era... (possibly pre-spitters as well actually)
by Boogieman14
Thu Nov 12, 2015 4:51 pm
Forum: Not a bug
Topic: [0.12.16] Furnace operation halts with inserter
Replies: 3
Views: 7401

Re: [0.12.16] Furnace operation halts with inserter

Bricks take 2 stone. There probably already was a stone in the input slot, so it can't insert an iron ore on top of that, so it can't finish creation. Also, the furnace has 'generic' inputs, where the item in the slot determines what's being created, so the inserter can't know it shouldn't insert th...
by Boogieman14
Mon Nov 09, 2015 12:08 pm
Forum: Bob's mods
Topic: 0.12.10] Bob's plates (steel gear wheel bug)
Replies: 16
Views: 21897

Re: 0.12.10] Bob's plates (steel gear wheel bug)

Are you looking in the correct tab? Steel gear wheels aren't in the location where iron gear wheel is normally found. They're next to the bearings and such.
by Boogieman14
Mon Nov 09, 2015 10:22 am
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 93683

Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage

The problem there is that the power poles are in effect accumulators themselves, and the way the game works is that accumulators never take charge from other accumulators. Either build more compression power poles around each compression chest, or disable the power requirement altogether.
by Boogieman14
Sat Nov 07, 2015 12:52 am
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 65389

Re: Friday Facts #111 - Long term plans

I noticed that the Fluid extention (Fluids as fuels, fluid train wagon etc) isn't on that todo list, I've been waiting for that since I first saw it on the expected list back when 0.10 was new. I actually don't know how to feel about that one... Having tank trains makes more sense but I like the ch...
by Boogieman14
Fri Nov 06, 2015 8:13 pm
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 65389

Re: Friday Facts #111 - Long term plans

and really that is the high end content not just the feeling great i manage to build the spaceport and now i won? Many steam user wont like that because they are feeling that is a cheap solution. That's all a matter of presentation. We on the forum know about the space platform plans because it's b...
by Boogieman14
Fri Nov 06, 2015 7:52 pm
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 65389

Re: Friday Facts #111 - Long term plans

The current state of the game is probably already well ahead of many recent AAA titles, both in replay value (I've easily broken 500 hours on Factorio in the year that I've known about it :lol:) and in overall quality and stability. Seems like a sound business decision to release the game with the p...
by Boogieman14
Fri Nov 06, 2015 7:24 pm
Forum: Won't fix.
Topic: Factorio won't generate a world (0.12.3)
Replies: 9
Views: 16997

Re: Factorio won't generate a world (0.12.3)

I'm sorry, but I won't accept bug reports from 0.12.3 (early experimental phase), when we have 0.12.16 already. Get the 0.12.16 and if it doesn't work, make a new report please. tbh, I also wouldn't spend precious development time on problems with running the game in wine, since there's a native ve...
by Boogieman14
Mon Nov 02, 2015 12:33 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 132722

Re: [MOD 0.12.9+] YARM (Yet Another Resource Monitor) v0.6.23

Very much agreed on the ability to put an ore site back into "add" mode (which would also give an opportunity to reduce its duration -- 10 seconds is a long time to wait, and the only way to bypass the wait is to have another kind of ore handy). I had a thought on this 'add' mode. Would i...
by Boogieman14
Sun Nov 01, 2015 2:39 am
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 274923

Re: [MOD 0.12.x] The Fat Controller. Remote train management

Scans for trains when TFC get's added to a save or updated from older versions. Using 0.3.15, this doesn't appear to work completely yet. I just had a train that I had set to wait forever on condition empty using SmartTrains, and it only got added after that condition was met and the train started ...

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