Search found 28 matches

by nyspace1
Sun Feb 19, 2017 9:09 am
Forum: Frequently Suggested / Link Collections
Topic: Roboport/Logistic Network/Robot Enhancements/Robot Routing/Charging
Replies: 16
Views: 24544

Re: Roboport/Logistic Network/Robot enhancements

an idea that I came up with on this topic, please reply I would love to be able to reserve logistic robots for a requester chest or an active provider chest. What I mean is, I want to be able to specify an amount of logistic robots to only the task of filling or taking objects from the specific ches...
by nyspace1
Sat Nov 19, 2016 11:52 pm
Forum: Implemented Suggestions
Topic: Inverse filter setting (Is not filter, take all except...)
Replies: 32
Views: 18863

reverse filter inserter

Merged --daniel34

I thought about it and I would like there to be a reverse filter inserter option that can be applied to a filter inserter in the game. What I mean is the inserter will pick up everything that is not what the filter on the inserter is targeting.
by nyspace1
Wed Oct 19, 2016 3:10 pm
Forum: Ideas and Requests For Mods
Topic: driving car on the tracks
Replies: 9
Views: 3608

Re: driving car on the tracks

Vehicle Snap aligns the car horizontal or vertical to the grid: https://mods.factorio.com/mods/Zaflis/VehicleSnap What do you want to achieve with the rails? More speed? Just drive a straight route? Edit: I read your intro but don't see the surplus as just using a train instead. Greetings steinio T...
by nyspace1
Fri Oct 14, 2016 12:17 am
Forum: Ideas and Requests For Mods
Topic: driving car on the tracks
Replies: 9
Views: 3608

driving car on the tracks

I would love there to be a mod that allows the car to be allied with any train tracks that are on the ground and drive on them. Like pressing a button and then the car is aligned with the tracks and then press it again and it becomes a regular car again. This might be a good idea when going long dis...
by nyspace1
Wed Nov 25, 2015 2:22 pm
Forum: Mods
Topic: [MOD 0.12.x] Updated Graphics (0.12.1)
Replies: 8
Views: 42713

Re: [MOD 0.12.x] Updated Graphics (0.12.1)

I would like to create a mod using most of this programming to change the icons into animated versions. I don't know if animated version of icons are possible. You are able to use scripts, simply credit me for the scripts, if you found something to improve in the lua code, comit it to this mod gith...
by nyspace1
Fri Nov 20, 2015 6:02 pm
Forum: Mods
Topic: [MOD 0.12.x] Updated Graphics (0.12.1)
Replies: 8
Views: 42713

Re: [MOD 0.12.x] Updated Graphics (0.12.1)

I would like to create a mod using most of this programming to change the icons into animated versions.
by nyspace1
Wed Oct 21, 2015 9:34 pm
Forum: Ideas and Requests For Mods
Topic: mineing bots
Replies: 2
Views: 4881

Re: mineing bots

Duplicate of Mining and Resource-Harvesting Robots - https://forums.factorio.com/forum/viewtopic.php?f=6&t=5892 As nyspace1 requested a mod capable of doing this, moved to Ideas and Requests For Mods . thank you for moving this I was about to ask for it to be moved to the proper location when I...
by nyspace1
Wed Oct 21, 2015 9:09 pm
Forum: Ideas and Requests For Mods
Topic: mineing bots
Replies: 2
Views: 4881

mineing bots

construction robots are able to demolish trees and add the resources directly into the network. Please can someone make a mod so that they can mine ores directly from the ground and add the ores directly into the network? like iron coal and copper (not oil because that is a liquid)
by nyspace1
Mon Aug 31, 2015 8:49 pm
Forum: Ideas and Requests For Mods
Topic: Networking labs
Replies: 3
Views: 5517

Re: Networking labs

This idea was for the most part, for the begging of the game when there is a few items you could easily research at the same time, or you could use it for multiplayer and have people working on separate research trees instead of everyone working on researching the same thing and arguing over what ge...
by nyspace1
Mon Aug 31, 2015 3:36 pm
Forum: Ideas and Requests For Mods
Topic: Networking labs
Replies: 3
Views: 5517

Networking labs

getting to the point. I would like someone to make a mod that allows labs to be interconnected (like roboports are now in the game) and each interconnected group can be researching something independently instead of all labs researching one thing no matter how far away from each other. I understand ...
by nyspace1
Sat Aug 15, 2015 1:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4] [kovarex] transportbelt madness not working
Replies: 3
Views: 2235

Re: transportbelt madness not working

kovarex wrote:Thank you for the report, it is now fixed for the 0.12.5 version.

I also added automated test that finishes the first level and checks that it works properly, so this scenario should't break so often in the future :)
glad I could help
by nyspace1
Fri Aug 14, 2015 5:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4] [kovarex] transportbelt madness not working
Replies: 3
Views: 2235

[0.12.4] [kovarex] transportbelt madness not working

Factorio version 0.12.3
transport belt madness campaign

fast inserters are not taking items off the belt and inserting them into the chests (see image)

they are extended as if to grab something off the belt however they do not do so.
by nyspace1
Tue Aug 11, 2015 7:25 pm
Forum: Ideas and Suggestions
Topic: Concrete path to bridges
Replies: 1
Views: 1310

Concrete path to bridges

I think that concrete could be used when placing on the terrain to make bridges across water or to cover over water. You could have a limit of how big the gap could be. The reason I think this is the fact that concrete is hard to earn and to produce. Having the player make a choice on making a bridg...
by nyspace1
Tue Aug 11, 2015 7:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.3] [Twinsen] rocket silo and electricity
Replies: 2
Views: 2591

Re: [0.12.3] [Twinsen] rocket silo and electricity

Twinsen wrote:Fixed in 0.12.4. Thanks for the report.
glad to help
by nyspace1
Tue Aug 11, 2015 12:01 am
Forum: Maps and Scenarios
Topic: trainme
Replies: 3
Views: 13471

Re: trainme

working on a new version of this, please stand by
by nyspace1
Sat Aug 08, 2015 2:36 am
Forum: Resolved Problems and Bugs
Topic: [0.12.3] [Twinsen] rocket silo and electricity
Replies: 2
Views: 2591

[0.12.3] [Twinsen] rocket silo and electricity

Rocket silo lights stay on even if the rocket silo does not have power (it will have the no power icon but the lights will still be on). rocket silo will prepair the rocket for launch even if it does not have power (it will still have the no power icon). you can launch a rocket from the rocket silo ...
by nyspace1
Sat Jan 31, 2015 1:29 am
Forum: General discussion
Topic: walls replacing gates
Replies: 4
Views: 2303

walls replacing gates

when placing walls if there are already gates built, walls will replace gates and they will be placed back into your inventory.
by nyspace1
Fri Jan 02, 2015 5:34 pm
Forum: Ideas and Suggestions
Topic: Construction Oriented Exoskeleton
Replies: 4
Views: 3535

Re: Construction Oriented Exoskeleton

I like the idea of the portable radar and I think that that should be given it's own idea and suggestion topic. I think that it should keep track of enemy movements as well as train movements in your general area.
by nyspace1
Tue Dec 30, 2014 3:02 am
Forum: Maps and Scenarios
Topic: trainme
Replies: 3
Views: 13471

Re: trainme

when I load the scenarios : Unknown key:"Error while running the oninit: __level__\control.lua:40: attempt to index field 'wall' (a nil value)" thank you for notifying me, I will look into it as soon as I get time, there is not vary much free time in my schedule right now. you can delete ...
by nyspace1
Tue Dec 23, 2014 8:28 pm
Forum: Maps and Scenarios
Topic: trainme
Replies: 3
Views: 13471

trainme

I created a training map (lol) for trains and making train stations and making efferent train tracks. here is http://www.mediafire.com/download/qcxu9p4nqqor11q/trainmelevels.zip if I have missed anything and or could make something better please let me know and I will get right to working on the imp...

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