Search found 770 matches
- 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.
- 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.
- 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...
- 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 ...
- 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
What needed fixing exactly? And why did you base it off a rather old version?Xiomax wrote:Unofficial mod fix for 12.11+
- 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...
- 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.
- 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.
- 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_"
- Sun Nov 15, 2015 11:39 am
- Forum: Show your Creations
- Topic: Endgame designs
- Replies: 19
- Views: 64495
Re: Endgame designs
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)oliverpowerboy wrote:The defend crossway is very good but I would double up the walls and add gates to the tracks
- 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...
- 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.
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- Sun Nov 01, 2015 11:50 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] [kovarex] Assembling machine stalling after removing mod
- Replies: 3
- Views: 6997
Re: [0.12.10] Assembling machine stalling after removing mod
Yep, still happening in 0.12.16. I've updated the mods: https://www.dropbox.com/s/4vzjsmhzp4r70 ... 6.zip?dl=0
- 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 ...