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 !
Search found 235 matches
- Thu Jul 23, 2015 1:21 pm
- Forum: General discussion
- Topic: combinators hard to see?
- Replies: 3
- Views: 5325
- 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
have you though about using networks to know what to buy ? like - buy as much as there is on red cable
- 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 ...
- 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...
- 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.
- 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
edit : oh and there is some stone brick/concrete on the ground
- 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...
- 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...
- 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 ?
- 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 ...
- 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...
- 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 ...
- 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...
- 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 !
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 !
- 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...
- 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...
- 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......
- 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 )
- 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 ...
- 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...