Search found 235 matches

by StanFear
Thu Jul 23, 2015 1:21 pm
Forum: General discussion
Topic: combinators hard to see?
Replies: 3
Views: 5325

Re: combinators hard to see?

it ain't really that bad,

and if you're not sure wich way to put the combinator, just take a look at the constanter, and you can see what the exit look like !
by StanFear
Wed Jul 22, 2015 7:19 am
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 123948

Re: [0.12]Galactic Trade

hey,
have you though about using networks to know what to buy ? like - buy as much as there is on red cable
by StanFear
Tue Jul 21, 2015 5:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.1]Crash with allegro audio addon
Replies: 22
Views: 12634

[0.12.0] & [0.12.1] Crash with allegro audio addon

I was playing, minding my construction, selected an item from my toolbelt and the game crashed, looks like it is related to audio ... 0.004 2015-07-21 18:05:34; Factorio 0.12.0 (Build 103, win64) 0.004 Operating system: Windows 8 0.004 Read data path: C:/Program Files/Factorio/data 0.004 Write data ...
by StanFear
Tue Jul 21, 2015 9:31 am
Forum: News
Topic: Friday facts #95 - 0.12 Release today
Replies: 106
Views: 68731

Re: Friday facts #95 - 0.12 Release today

As you may know, the space platform building part was moved to 0.13, but one of the big changes we had to do is already prepared for 0.12. The game can now contain independent surfaces which are basically independent maps in a single game. This option is unused in the vanilla game, but it is possib...
by StanFear
Sun Jul 19, 2015 12:31 pm
Forum: Duplicates
Topic: [0.12.0] Artifacts in mini-map with UI scaling and AA
Replies: 2
Views: 4646

Re: [0.12.0] Artifacts in mini-map with UI scaling and AA

not only on the minimap, I also have artifcats dut on the connecting sides of a turning belt, when a pipe to ground goes to a boiler (toward the north) etc.
by StanFear
Sun Jul 19, 2015 12:17 pm
Forum: Duplicates
Topic: [0.12.0] crash probably blueprint related
Replies: 3
Views: 5409

Re: [0.12.0] crash probably blueprint related

nop, no turrets, just electric furnaces, inserters, belts, belts to ground and power poles
edit : oh and there is some stone brick/concrete on the ground
by StanFear
Sun Jul 19, 2015 10:39 am
Forum: Duplicates
Topic: [0.12.0] crash probably blueprint related
Replies: 3
Views: 5409

[0.12.0] crash probably blueprint related

after playing, reloading the game, etc... I went into my inventory and took out a bluerpint and then the game crashed log file just there, and if need be, I can send a picture of the blueprint that crashed the game (or maybe the save ?) 0.001 2015-07-19 12:19:33; Factorio 0.12.0 (Build 103, win64) 0...
by StanFear
Thu Jul 09, 2015 7:26 am
Forum: Show your Creations
Topic: My First Factory (Opinions)
Replies: 8
Views: 14182

Re: My First Factory (Opinions)

I'd add one point that to me is super important : your coal line servicing the iron melting part should be the other way, you want coal to first power boilers so you always get power, and then power the furnaces a shortage in smelted iron is way less of a problem than a shortage of power ! plus (may...
by StanFear
Wed Jul 08, 2015 7:31 am
Forum: Mod and installation managers
Topic: Factorio Mod Manager 0.2.1
Replies: 61
Views: 98303

Re: Factorio Mod Manager 0.2.0

hey, maybe we should all meet up on skype or something to talk about what we need exactly for such a server and then set it up all together ?
by StanFear
Tue Jul 07, 2015 7:09 am
Forum: Mod and installation managers
Topic: Factorio Mod Manager 0.2.1
Replies: 61
Views: 98303

Re: Factorio Mod Manager 0.2.0

I intentionally didn't want to include automatic updates because that's super messy when there's no central repository. well that is exactly the point I want to try to adress in my idea of a modmanager :) I will have my new computer tomorrow if everything go according to plan and will then be able ...
by StanFear
Mon Jul 06, 2015 3:44 pm
Forum: Tools
Topic: Factorio command line options
Replies: 4
Views: 26416

Re: Factorio command line options

hey, where can we ask for more commandline options ? if there is no place yet, I think I'll ask here right (don't hesitate to move my post if it is not the place) anyways, I was wondering if there could be some option to pass the savefile we want to play in the arguments of the game to directly star...
by StanFear
Mon Jul 06, 2015 3:38 pm
Forum: Mod and installation managers
Topic: Factorio Mod Manager 0.2.1
Replies: 61
Views: 98303

Re: Factorio Mod Manager 0.1.2

Hey thanks for the kind words. Do you already have something to show? Code perhaps? The next steps I would like to do are to allow the player to choose a savegame he/she wants to play and the manager would figure out what mods are needed to play the save. I will happily accept pull requests if you ...
by StanFear
Mon Jul 06, 2015 7:32 am
Forum: Mods
Topic: [0.11.22] Command Control - Remote viewing and management
Replies: 14
Views: 24418

Re: [0.11.22] Command Control - Remote viewing and management

Just a thought, wouldn't it make more sense to use a roboport instead of radar? The reasoning is a roboport also has local inventory and arms (e.g. bots) to perform the action. true ! although, using the radar to get sight of another place seems more logical ! also, what reach do we have when beein...
by StanFear
Mon Jul 06, 2015 7:24 am
Forum: Mod and installation managers
Topic: Factorio Mod Manager 0.2.1
Replies: 61
Views: 98303

Re: Factorio Mod Manager 0.1.2

well, I plan to release a more complete mod manager, but still,
nice Job !

seems to be interesting,
especially the way you handle modpacks !

maybe if you want us to work together for a more complete one ? just ask me !
by StanFear
Fri Jul 03, 2015 1:53 pm
Forum: Mods
Topic: [WIP][0.11.20] Smart Box (v0.0.4)
Replies: 13
Views: 20290

Re: [WIP][0.11.20] Smart Box (v0.0.4)

Ah, this one is a little bit more tricky, since you will have to do something with excess items, but I think it is possible to do as well. yeah just sending them to another buffered chest that can be used by assembling machines I think that once I implement communication with logistic network it wi...
by StanFear
Fri Jul 03, 2015 7:26 am
Forum: Mods
Topic: [WIP][0.11.20] Smart Box (v0.0.4)
Replies: 13
Views: 20290

Re: [WIP][0.11.20] Smart Box (v0.0.4)

Awesome, looks like you found a way to use my mod that I didn't think of :) It is actually possible to do, here is an album: http://imgur.com/a/bAAVM It would be much easier if there was a way to compare two counters, I think I should implement it. what you did works, although, I was thinking about...
by StanFear
Thu Jul 02, 2015 2:18 pm
Forum: Mods
Topic: [WIP][0.11.20] Smart Box (v0.0.4)
Replies: 13
Views: 20290

Re: [WIP][0.11.20] Smart Box (v0.0.4)

well I don't know about you but making sure I always have the same amount of two items in my chest is not something I can achieve with inserters only :) Ah, you mean once I finish communication with logistic network? Because right now there is no way to achieve it with a Smart Box as well. hummm......
by StanFear
Thu Jul 02, 2015 7:14 am
Forum: Mods
Topic: [WIP][0.11.22] Homeworld
Replies: 22
Views: 28463

Re: [WIP] Homeworld

ljdp wrote:Thanks for the tip about cursed-exp, I'll take a look.

no problems, also, you probably could make the fisher a 2 step process, using pipes to send fishes to a treatment facility on the ground to do something (probably a bad idea for tier 1 items though :))
by StanFear
Wed Jul 01, 2015 2:49 pm
Forum: Mods
Topic: [WIP][0.11.22] Homeworld
Replies: 22
Views: 28463

Re: [WIP] Homeworld

interesting, will probably try it someday soon just some suggestions : factorio is about automating (i'm sur you're aware of that :p) so the idea you have about bitters' meat does not seem right to me (even more if you need a constant income of it) the fishing building, maybe you could make it have ...
by StanFear
Wed Jul 01, 2015 12:29 pm
Forum: Mods
Topic: [WIP][0.11.20] Smart Box (v0.0.4)
Replies: 13
Views: 20290

Re: [WIP][0.11.20] Smart Box (v0.0.4)

Well, I think of this mod more as a proof of concept than anything else. I think that everything that Smart Box can do is possible to achieve even now (using a lot of smart inserters - they're Turing-complete as well), I just wanted to make a programmable entity :) well I don't know about you but m...

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