Search found 164 matches
- Thu Dec 10, 2015 1:43 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 131679
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7 (build 12)
This mod is a must have, I really like it. One suggestion: when the list is not expanded, I only see those sites which are close to deplete. It would be cool if the list would also contains sites which still has plenty of resources, but the mining rate is low. Usually that indicates something wrong ...
- Thu Dec 10, 2015 1:19 pm
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45584
Re: Train car length changes depending on orientation?
What if you mix the two hacks? So increase the empty space, but the same time scale the length of the wagon somewhat?DaveMcW wrote:Here are the results of trying to force trains to a 7-tile grid using only spaces.
- Thu Dec 10, 2015 11:17 am
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45584
Re: Train car length changes depending on orientation?
The more I think about it the more I come to the conclusion that train cargo needs to be overhauled. It has been suggested before multiple times, too. We need to have specialized unloading entities/structures - maybe under-car hoppers for unloading ores and coal, and removable containers with flat-...
- Wed Dec 09, 2015 2:09 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Repeatable production blocks
- Replies: 10
- Views: 26304
Re: Repeatable production blocks
Actually the oil block is pretty bad. The chemical plant which processes the light oil coming from heavy oil is barely working. Here is another example: a basic circuit block with vanilla. A single assembling machine in the center, feed by two (lvl2 and lvl3 to match the needs) machines producing w...
- Wed Dec 09, 2015 9:35 am
- Forum: Mods
- Topic: [0.11.22] Recycling Plant
- Replies: 33
- Views: 45501
Re: [0.11.22] Recycling Plant
I removed the rocket defense from the recipe list, so now this loads and works with 0.12.20. But I guess it will not be able to recycle new items introduced in 0.12.x, like the rocket silo.
- Tue Dec 08, 2015 9:11 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Repeatable production blocks
- Replies: 10
- Views: 26304
Re: Repeatable production blocks
Actually the oil block is pretty bad. The chemical plant which processes the light oil coming from heavy oil is barely working. Here is another example: a basic circuit block with vanilla. A single assembling machine in the center, feed by two (lvl2 and lvl3 to match the needs) machines producing wi...
- Mon Nov 30, 2015 5:53 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Cursed JP - v0.0.2
- Replies: 8
- Views: 28000
Re: [MOD 0.12.x] Cursed JP - v0.0.2
If anyone interested, I updated this mod for the current version of factorio. The good thing is that you will not stuck between pipes any more, and it also prevents trains killing you. The bad thing is that conveyor belts still moves the player, and locked quickbar slots loose their status. I don't ...
- Mon Nov 30, 2015 2:55 pm
- Forum: Technical Help
- Topic: Factorio 0.11.22 Completely shutting down PC
- Replies: 2
- Views: 6866
Re: Factorio 0.11.22 Completely shutting down PC
Must be a video driver issue. Try updating that, or install an older version. There is no way for an application to reset your PC, only drivers are running at that privilege level.
- Mon Nov 30, 2015 1:38 pm
- Forum: Modding help
- Topic: create empty trash slot
- Replies: 1
- Views: 2642
Re: create empty trash slot
I solved it with a gigantic hack, for the empty slots I just insert some cheap items (f.e. iron stick) and remove then in the next game tick. If I remove then in the same game tick, then the slots are not correct. I would still be veryhappy if someone could give me the proper way for doing this. Als...
- Mon Nov 30, 2015 10:43 am
- Forum: Modding help
- Topic: create empty trash slot
- Replies: 1
- Views: 2642
create empty trash slot
Hi,
I want to copy the trash inventory from a character to another, including empty slots. How can I do that? I can call insert on the new inventory to all the items in the old, but I need to skip empty slots, because insert won't accept that. Any ideas?
Thanks in advance
I want to copy the trash inventory from a character to another, including empty slots. How can I do that? I can call insert on the new inventory to all the items in the old, but I need to skip empty slots, because insert won't accept that. Any ideas?
Thanks in advance
- Fri Nov 27, 2015 5:43 pm
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45584
Re: Train car length changes depending on orientation?
I didn't mean of course changing the grid sizes. Only changing the size of the wagon to be the same as both horizontally and vertically. When a mod adds a new train wagon type (like the wagon for liquids) does that have the same behaviour?ratchetfreak wrote:nope the square grid is hardcoded at a much lower level
- Fri Nov 27, 2015 9:17 am
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45584
Re: Train car length changes depending on orientation?
I don't supposed it is possible to make a mod which changes this?
- Wed Nov 25, 2015 4:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Cursed JP - v0.0.2
- Replies: 8
- Views: 28000
Re: [MOD 0.12.x] Cursed JP - v0.0.2
Is this mod abandoned? I updated it to load with 0.12.11 (replaced all "game.in" to "script.in" but I can't make it work either. It would be pretty cool if it worked.
- Wed Nov 25, 2015 3:37 pm
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45584
Re: Train car length changes depending on orientation?
Eh . . . are you kidding? Seriously all you had to do was to update a mod. And modder used deprecated functionality, so really obvious it had to come sooner or later. But changing way train stops work would require reworking many stations for every player on every load they want to carry on. And ma...
- Wed Nov 25, 2015 1:54 pm
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45584
Re: Train car length changes depending on orientation?
The idea is: A new player gets immediately, that there is a difference between horizontal/vertical when talking about trains. And when you place a rotated blueprint, the train stop doesn't connect to the rail so the player sees very soon, that this isn't working like so - or that he needs to rethin...
- Mon Nov 23, 2015 11:19 pm
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45584
Re: Train car length changes depending on orientation?
Please note that this is not a bug which needs to be fixed. This was a design decision made a while ago.Tev wrote:Fixing this would take such disproportionate amount of time from devs that I think it's just stupid to complain about such a little thing.
- Mon Nov 23, 2015 7:00 pm
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45584
Re: Train car length changes depending on orientation?
During my last game I had a pretty complex mining outpost blueprint which also contained a train station. It took me quite a lot of time to build and finetune that blueprint, so creating another one for the other direction wasn't really an option. I ended up just using that blueprint horizontally, b...
- Mon Nov 23, 2015 6:25 pm
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45584
Re: Train car length changes depending on orientation?
Please enlighten me.Tev wrote:Not being able turn your blueprints sideways (you can rotate them by 180 degress) can be trivially planned around
- Mon Nov 23, 2015 3:04 pm
- Forum: Ideas and Suggestions
- Topic: Ignore Transport Movement while Deconstructing
- Replies: 5
- Views: 11596
Re: Ignore Transport Movement while Deconstructing
To be honest be belt moving the player was something which was always annoying me. If I would have experience with mods, I would probably make a mod for a modular armor equipment similar to exoskeletons, which would allow you to fly instead of walking. This could stop conveyor belts from moving the ...
- Mon Nov 23, 2015 12:03 pm
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45584
Re: Train car length changes depending on orientation?
From the geometry. https://en.wikipedia.org/wiki/Axonometric_projection You are referring to graphic here, I'm talking about the game logic. Like when the game (or a mod) calculates the distance between two spots, do you think that in the calculation the orientation matters? (horizontal or vertical...