Search found 106 matches

by Vin
Thu Aug 27, 2015 8:34 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123983

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

You're correct about getting the uncolored locomotive back when you mine it. The same is true for concrete. Changing the color of the light isn't supported by Factorio natively. D3 can give you a much more accurate answer on whether it's possible to do via script, but my gut reaction is that it woul...
by Vin
Thu Aug 27, 2015 8:23 pm
Forum: Implemented Suggestions
Topic: Store lubricant and water in barrels.
Replies: 17
Views: 11748

Re: Store lubricant and water in barrels.

ssilk wrote:Simple answer: A dev will not implement a feature, cause someone likes this here. But if enough people use a mod it will. :)

A mod, that is used often is the best prove, that a concept is good and should be in the vanilla game.
Then why does this forum exist o.O
by Vin
Thu Aug 27, 2015 4:35 pm
Forum: Implemented Suggestions
Topic: Store lubricant and water in barrels.
Replies: 17
Views: 11748

Re: Store lubricant and water in barrels.

Use this: https://forums.factorio.com/forum/viewtopic.php?f=94&t=7887 [MOD 0.12.0] Fluid Barrel (1.0.0) :) I appreciate people suggesting things even if they're already in mods because the goal of this forum is to help make Factorio the base game better. If something is a good enough idea, it s...
by Vin
Thu Aug 27, 2015 12:24 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313482

Re: [0.11.22/0.12.x][v0.12.3] Bob's Logistics mod

https://forums.factorio.com/forum/vie ... 10#p103518

That post by kovarex might be of interest to you Bob.
by Vin
Thu Aug 27, 2015 12:13 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159854

Re: [MOD 0.12.x] Evolution Factor Indicator

I seem to have found a small issue that's not really a bug, but something that might be worth looking at. I unzipped a fresh install of the game to test out a specific mod set that included EvoGUI. When I tried to show player locations, it spammed a message that it was trying to use a nil value. Aft...
by Vin
Thu Aug 27, 2015 11:32 am
Forum: Not a bug
Topic: Shift click to Logistic Trash
Replies: 14
Views: 14356

Re: Shift click to Logistic Trash

Adding another control to the game, just for this reason is really dangerous, the game has too many controls already. I've heard you say this before and I'm curious as to your reasoning behind the current implementation. As it stands, the shift-click works sometimes but not others, which is counter...
by Vin
Wed Aug 26, 2015 4:01 pm
Forum: Mods
Topic: [MOD 0.12.x] Ore Expansion
Replies: 34
Views: 68263

Re: [MOD 0.12.x] Ore Expansion

EDIT: Never mind, I misunderstood the math. Chalk it up to it being before noon when I attempted to do anything useful. :D
by Vin
Wed Aug 26, 2015 2:23 pm
Forum: Ideas and Suggestions
Topic: A Resource Scanner
Replies: 2
Views: 2831

Re: A Resource Scanner

Oil has a non-percentage richness value. It's just not displayed to the player through normal gameplay. As far as the feature goes, I think an ore scanner as an upgrade for a radar would be a great addition. You should need one for each ore patch and placing it down will total the richness of all or...
by Vin
Wed Aug 26, 2015 2:15 pm
Forum: Not a bug
Topic: Shift click to Logistic Trash
Replies: 14
Views: 14356

Re: Shift click to Logistic Trash

I believe it has to do with the way your toolbar and ammo belt interact with auto send on craft/pickup, specifically which items have the send to quickbar or send to inventory flags. Hopefully someone who knows exactly why it works the way it does will swing by with a better explanation.
by Vin
Wed Aug 26, 2015 2:11 pm
Forum: Not a bug
Topic: [0.12.4] [kovarex] virtual double click on placing underground pipes
Replies: 10
Views: 10906

Re: [0.12.4] virtual double click on placing underground pipes

You can reproduce this by placing an underground pipe while keeping MB1 pressed and then making the smallest movements with the mouse. I can't seem to reproduce this in 0.12.4. No matter what I do, I can't fast-replace an underground pipe with an underground pipe. Hey you are right, this is probabl...
by Vin
Wed Aug 26, 2015 12:14 pm
Forum: Not a bug
Topic: Shift click to Logistic Trash
Replies: 14
Views: 14356

Re: Shift click to Logistic Trash

This is by design.

Anything you can place won't be sent to logistic trash, nor will ammo. Though I don't know why red/blue circuits wouldn't work. I haven't actually tried it. That part might be a bug.
by Vin
Wed Aug 26, 2015 11:24 am
Forum: Not a bug
Topic: [0.12.4] [kovarex] virtual double click on placing underground pipes
Replies: 10
Views: 10906

Re: [0.12.4] virtual double click on placing underground pipes

I have had the same experience with underground pipes. I thought it was the mouse as well, since Razer products do the double click thing after a while.
by Vin
Wed Aug 26, 2015 9:46 am
Forum: Ideas and Suggestions
Topic: Elemental Gas Distillation
Replies: 2
Views: 1934

Re: Elemental Gas Distillation

I agree more to do with non-liquids would be pretty cool in the base game, although I don't know if it has the design space for an all new system for gases. Oil already makes fairly good use of the pipe system and chemical plants, and I would rather see more uses for heavy and light oil before addin...
by Vin
Mon Aug 24, 2015 9:46 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123983

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Unfortunately I'm in the middle of switching jobs so I haven't had time to work on mods or even play the game recently. It's going to be a month or more before I'll be able to work on it. I guess this is the wrong time to feature request then, but have you considered colored walls as well? Hope you...
by Vin
Mon Aug 24, 2015 8:23 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123983

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

bug in 1.0.5 presumed to be in 1.0.6 with only change added was new language you can gain unlimited trains for free with a lv 3 assembler not tested with other assemblers repo steps place lv 3 assembler select recipie for colored train see 2 trains in the output pull out trains see the 2 trains sti...
by Vin
Sun Aug 23, 2015 6:03 pm
Forum: Gameplay Help
Topic: Help with unloading station
Replies: 2
Views: 5175

Re: Help with unloading station

If you're going to use 7 inserters per wagon, you can't have a space between them.

Train hitboxes are a bit tempermental. When you remove the space, watch which inserters are taking from which wagons. Some wagons will have 7, some will have 6, and some will have 8.
by Vin
Sun Aug 23, 2015 4:58 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 213169

Re: Electric energy

3) Solar power 3 good. There are no cloudy days or eclipses or anything like that which alter the reliability of solar panels. They work all day every day and there is no need to have a backup power source. This is the only issue with base game power. Solar and the storage for solar is basically ch...
by Vin
Sun Aug 23, 2015 4:46 pm
Forum: Bob's mods
Topic: Bandwidth Limit Exceeded?
Replies: 13
Views: 12896

Re: Bandwidth Limit Exceeded?

shit :( then I'll probably have to change to 0.12.x experimental Thanks anyway It is actually becoming quite stable now. The only annoying bug I've encountered in 0.12.4 is biters expanding where they shouldn't be, but it's been fixed for 0.12.5. I think having two weeks between releases says that ...
by Vin
Sun Aug 23, 2015 4:23 pm
Forum: Yuoki Industries
Topic: Concepts + GFX related to Yuoki-Industries MOD
Replies: 54
Views: 51336

Re: Concepts + GFX related to Yuoki-Industries MOD

Fatmice wrote:I think the liquids ones are for show since you would need lua code to pump liquids into them.
That's what I figured. I just didn't know if it was in support of the Rail Tanker Mod.
by Vin
Sun Aug 23, 2015 3:43 pm
Forum: Yuoki Industries
Topic: Concepts + GFX related to Yuoki-Industries MOD
Replies: 54
Views: 51336

Re: Concepts + GFX related to Yuoki-Industries MOD

Are those liquid tanks? :D

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