Dump this guy from series already...... -.-'
Search found 30 matches
- Thu Sep 11, 2014 8:23 am
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219799
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
- Wed Aug 06, 2014 7:10 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219799
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Yeah well I watched almost all of this, and only one thing comes to my mind... You (5 tubers) all are noooobs like OMG :shock: :o :D Couldn't find anyone who actually plays this game? Noobs.. facepalms everywhere :P It's like you guys pay attention to like 10% of your screen, when just a quick glanc...
- Sat Jul 19, 2014 6:35 am
- Forum: Gameplay Help
- Topic: How to connect robot network with logistic network?
- Replies: 20
- Views: 11051
Re: How to connect robot network with logistic network?
Robot network = logistic network
Do you mean circuit network (the one with red/green wires)?
When you place smart inserter in orange area (logistic network) you will see condition for Logistic network in it's properties, same as you see Red/Green conditions for Circuit network. Is this what you need?
Do you mean circuit network (the one with red/green wires)?
When you place smart inserter in orange area (logistic network) you will see condition for Logistic network in it's properties, same as you see Red/Green conditions for Circuit network. Is this what you need?
- Thu Jul 10, 2014 12:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x]Blueprins do not copy modules
- Replies: 11
- Views: 10697
Re: [0.10.x]Blueprins do not copy modules
I suggest improvement to blueprint GUI which would stop this bug/not bug discussion and also would allow us to make better blueprints! Basicly, when we select some area for a blueprint (for example part of existing factory) all the entities inside this area are taken into blueprint, and in GUI windo...
- Thu Jul 10, 2014 11:41 am
- Forum: Ideas and Suggestions
- Topic: Faster Player Crafting
- Replies: 19
- Views: 6432
Re: Faster Player Crafting
If you want to cheat a bit then in console:
game.player.force.manualcraftingspeedmodifier = 1
change 1 to something else.
game.player.force.manualcraftingspeedmodifier = 1
change 1 to something else.
- Thu Jul 10, 2014 11:38 am
- Forum: Ideas and Suggestions
- Topic: Extended radar range by placing them together or radar-plane
- Replies: 16
- Views: 10757
Re: Extended radar range by placing them together or radar-p
I have already made a thread about radars. It turned out that : - They do refresh already discovered chunks, one after the other, the oldest not refreshed chunk first - The rediscovery is soooooooo slow that I decided to deconstruct all my radars, and patrol on foot :mrgreen: I'm not so sure about ...
- Thu Jul 10, 2014 11:25 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.2][cube] game.createentity and deserialization...
- Replies: 3
- Views: 2742
Re: [0.10.2][cube] game.createentity and deserialization...
Awesome!
I'm glad it helped to find other error too
By the way, is it intended that game.createentity can place many entities on exact same position? (I use IF canplaceentity to prevent this).
I'm glad it helped to find other error too
By the way, is it intended that game.createentity can place many entities on exact same position? (I use IF canplaceentity to prevent this).
- Mon Jul 07, 2014 10:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.2][cube] game.createentity and deserialization...
- Replies: 3
- Views: 2742
[0.10.2][cube] game.createentity and deserialization...
Hi, I've been making mod for mass placing walls, turrents, poles, radars etc. just for practice and fun (yeah yeah I know...) :P For this I use for now the function: function operation_Wall2(pStart, pFinish) local start=pStart or -900 local finish=pFinish or 900 local distance=30 local radarDist=7 l...
- Mon Jun 23, 2014 12:55 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
- Replies: 64
- Views: 73309
Re: [MOD 0.10.x] Pocket Bots. Construction bots for your poc
Any chance to make construction bots put deconstructed items back to player's inventory? They just stay floating wherever they picked up something. They should put things back into your inventory already, they will also over flow from you inventory onto the ground (try this by deconstruction a forr...
- Sat Jun 21, 2014 9:40 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
- Replies: 64
- Views: 73309
Re: [MOD 0.10.x] Pocket Bots. Construction bots for your poc
Hi,
great mod
Any chance to make construction bots put deconstructed items back to player's inventory? They just stay floating wherever they picked up something.
There is a workaround but it's not great - I could set those items as requested in logistics.
great mod
Any chance to make construction bots put deconstructed items back to player's inventory? They just stay floating wherever they picked up something.
There is a workaround but it's not great - I could set those items as requested in logistics.