Search found 56 matches
- Mon Oct 12, 2015 7:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SmallFixes 0.1.22
- Replies: 24
- Views: 30959
Re: [MOD 0.12.x] SmallFixes 0.1.0
From the data file it looks like it unlocks with Advanced Circuits and needs 5 advanced circuits, 5 iron gear wheels, and 5 steel plates to build
- Mon Oct 12, 2015 5:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 228056
Re: [MOD 0.12.x] Autofill
Thanks, works like a charm.
The new issue I've come up with is Colored trains from this mod: https://forums.factorio.com/forum/vie ... 44&t=13907
Is there any way I can add a wildcard to the locomotives so I can fill each of them when placed?
The new issue I've come up with is Colored trains from this mod: https://forums.factorio.com/forum/vie ... 44&t=13907
Is there any way I can add a wildcard to the locomotives so I can fill each of them when placed?
- Mon Oct 12, 2015 5:51 pm
- Forum: Resolved Problems and Bugs
- Topic: Random Crash (Multiplayer)
- Replies: 5
- Views: 5036
Re: Random Crash (Multiplayer)
Player 2 here, I'm guessing there's some common code causing the error that will address the issue, but the description you give to the error doesn't seem to fit: Thanks for the report. This is related to the offline player trying to pick up items he's standing on but isn't actually connected. It's ...
- Mon Oct 12, 2015 5:37 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SmallFixes 0.1.22
- Replies: 24
- Views: 30959
Re: [MOD 0.12.x] SmallFixes 0.1.0
Seconded, I always manually change my requester chests to x20 instead of x2, and defaulting this would be a huge time-saverorzelek wrote:Could you also include setting for requester_paste_multiplier as another small fix ?
- Mon Oct 12, 2015 4:47 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 290115
Re: [0.11.22/0.12.x][v0.12.8] Bob's Metals, Chemicals and Intermediates
I'll see if I can narrow it down later tonight, I set up the assemblers the same way I had done every other item and this was the only thing I had an issue with.
- Mon Oct 12, 2015 3:11 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Export Technologies
- Replies: 4
- Views: 8909
Export Technologies
Does anyone know if there's a way to export a list of technologies along with cost/pre-reqs/allows using a script or something else? I'm interested in getting a list including all the additional technologies added by the mods I have installed, such as Bob's Mods.
- Mon Oct 12, 2015 1:01 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 290115
Re: [0.11.22/0.12.x][v0.12.8] Bob's Metals, Chemicals and Intermediates
Ran into a slight issue last night with smart inserters detecting empty canisters on the logistic network. I was trying to set it up to make canisters while there were less than 50 empty on the network. I tried it on both sides, set to put resources in when <50 and set to pull canisters out when <50...
- Fri Oct 09, 2015 3:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 228056
Re: [MOD 0.12.x] Autofill
I've been poking around trying to get autofill to work with FARL locomotives but I don't have enough coding know-how in this area. Any chance this could get added, or at least help with what I need to change, if it's possible?
- Wed Oct 07, 2015 3:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 43025
Re: [MOD 0.12.x] Logistic Combinators
ALso, use sparingly. lol, I'm working on a mega factory, there is no sparing. This is with only a partial implementation by the way, I had used 28 when the stuttering became too much. It still seems excessive since I can use hundreds of smart inserters searching the network, and hundreds of the van...
- Wed Oct 07, 2015 2:24 am
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 43025
Re: [MOD 0.12.x] Logistic Combinators
Unfortunately, as much as I love the functionality this mod gives, I'm not going to be able to play with it any longer - it is making my gameplay stutter and framerate drop the more I use them.
Hopefully it's a bug and not part of how this needs to function.
Hopefully it's a bug and not part of how this needs to function.
- Wed Sep 30, 2015 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Expansion Candidate Radar
- Replies: 21
- Views: 22294
Re: Expansion Candidate Radar
Whether the biter code changes and victory poling is no longer viable, or if victory poling turn into setting up "strategic" defense outposts, I still think some late game research into biter behavior and a way to counteract and predict their expansion and attacks, whether as a radar or so...
- Tue Sep 29, 2015 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Expansion Candidate Radar
- Replies: 21
- Views: 22294
Re: Expansion Candidate Radar
That's interesting. Yes, more options for map and world-view would be better, but certain things in debug are a bit too powerful to give the player directly as a map layer. The expansion chunks are one that I would like to see as a layer rather than a debug option, but I don't think it should show t...
- Tue Sep 29, 2015 1:11 pm
- Forum: Ideas and Suggestions
- Topic: Expansion Candidate Radar
- Replies: 21
- Views: 22294
Re: Expansion Candidate Radar
Why do you need this? I feel that anything labeled as a "debug" option is meant for debug, not legitimate gameplay. I do feel that it is a useful tool that with the right settings would work well as an item. Even if later research enabled current radars to show the chunks in their reveale...
- Mon Sep 28, 2015 8:21 pm
- Forum: Ideas and Suggestions
- Topic: Expansion Candidate Radar
- Replies: 21
- Views: 22294
Expansion Candidate Radar
A second-tier radar unit which shows Expansion Candidate chunks within a large radius. Possibly could be unlocked along with Alien Technology, understanding the bugs better. Turning the debug option on seems a bit cheaty to me and overpowered in that it shows them everywhere, even though it's very u...
- Thu Apr 02, 2015 6:44 pm
- Forum: Releases
- Topic: Version 0.11.20
- Replies: 20
- Views: 46832
Re: Version 0.11.20
There seems to be something up with the 0.11.20 direct download. Updater in game is fine. 0.11.19 is fine <Error> <Code>NoSuchKey</Code> <Message>The specified key does not exist.</Message> <Key>Setup_Factorio_x64_0.11.20.exe</Key> <RequestId>8C0DF3F1122E086F</RequestId> <HostId> +5eMlVjMuPPlrZe835u...
- Thu Nov 13, 2014 2:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1][qebrow] Can't use modules in Electric Furnace
- Replies: 10
- Views: 8505
Re: [0.11.1][qebrow] Can't use modules in Electric Furnace
I do think that energy saving modules should not be in electric furnaces. The reason being that the heat which is is used in an electric furnace is technically energy waste. So by reducing the energy waste with an energy saving module you would in reality be reducing the heat for the furnace, which...