Search found 106 matches
- 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...
- 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.
Then why does this forum exist o.Ossilk 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.
- 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...
- 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.
That post by kovarex might be of interest to you Bob.
- 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...
- 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...
- 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.
- 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...
- 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.
- 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...
- 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.
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.
- 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.
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 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 ...
- 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
That's what I figured. I just didn't know if it was in support of the Rail Tanker Mod.Fatmice wrote:I think the liquids ones are for show since you would need lua code to pump liquids into them.
- 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?