Search found 56 matches

by Colossus
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
by Colossus
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?
by Colossus
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 ...
by Colossus
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

orzelek wrote:Could you also include setting for requester_paste_multiplier as another small fix ?
Seconded, I always manually change my requester chests to x20 instead of x2, and defaulting this would be a huge time-saver
by Colossus
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.
by Colossus
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.
by Colossus
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...
by Colossus
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?
by Colossus
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...
by Colossus
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.
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Without_LC.png
Without_LC.png (183.34 KiB) Viewed 8505 times
by Colossus
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...
by Colossus
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...
by Colossus
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...
by Colossus
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...
by Colossus
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...
by Colossus
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...

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