Search found 96 matches

by Dr. Walrus
Sun Aug 23, 2020 7:03 am
Forum: Ideas and Suggestions
Topic: [1.0.0] Burner Mining Drill output position is inconsistant
Replies: 5
Views: 646

[1.0.0] Burner Mining Drill output position is inconsistant

A burner mining drill is inconsistent in different rotations as to what lane it will place its output onto when dropping onto an underground belt that is facing towards it. If the burner mining drill is facing north and the underground belt is facing towards it, the product from the drill will outpu...
by Dr. Walrus
Mon Jun 10, 2019 11:27 pm
Forum: Railway Setups
Topic: Ultimate Factorio PAX Train
Replies: 0
Views: 1770

Ultimate Factorio PAX Train

These are 2 saves where I have built the ultimate PAX train setup. It works by giving each station a unique code over a circuit network. When you send that code over the network, the station that it is equal to will receive that code, move a dummy train from blocking that station, and then the PAX t...
by Dr. Walrus
Sat Nov 25, 2017 5:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.38]hr-burner-mining-drill-E.png is corrupt
Replies: 13
Views: 16697

Re: [0.15.38]hr-burner-mining-drill-E.png is corrupt

This same sort of bug has been happening to my cargo wagons for a while. This is the sprite sheet for cargo-wagon-1.png. It has been like this through several updates. https://i.imgur.com/F1S46YE.png That this bug has existed for me at least since I uploaded this video last year. You can see every t...
by Dr. Walrus
Sat Oct 14, 2017 3:59 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 43558

Re: Friday Facts #212 - The GUI update (Part 1)

A few of quality of life improvements I would like for the GUI. Destinations should drag-able (or use up/down arrows) in order to rearrange the station list. The ability to switch a destination but keep the current wait conditions (useful for decommissioning a mining outpost and using the trains fo...
by Dr. Walrus
Fri Oct 13, 2017 10:34 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 43558

Re: Friday Facts #212 - The GUI update (Part 1)

A few of quality of life improvements I would like for the GUI. Destinations should drag-able (or use up/down arrows) in order to rearrange the station list. The ability to switch a destination but keep the current wait conditions (useful for decommissioning a mining outpost and using the trains fo...
by Dr. Walrus
Fri Sep 22, 2017 5:16 am
Forum: Off topic
Topic: Your Logistic Robots Are Broken! [Forum Game]
Replies: 344
Views: 73907

Re: Your Logistic Robots Are Broken! [Forum Game]

Your bots bring you this link to download Factorio 1.0: www.kovarex.com/download/Factorio-preal ... gns1RE.zip

I request nothing. I'll just get everything myself. Let's see those bots screw this up.
by Dr. Walrus
Tue Jul 11, 2017 6:21 pm
Forum: Pending
Topic: [0.15.18] Map shows incorrect position of turret range
Replies: 2
Views: 1269

Re: [0.15.18] Map shows incorrect position of turret range

Here is the save and steps to see the problem. The save is the current version 0.15.28. The bugs still exist in this version. The map file is too big fort the forums so here's the link for dropbox: https://www.dropbox.com/s/6ti0zikg73wtzih/Busta%20Land%200.15.zip?dl=0 1) Directly south of the player...
by Dr. Walrus
Sat Jun 10, 2017 2:35 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 639375

Re: 4-way intersection testing: Throughput and deadlocks

I've got an intersection for you that allows U turns but won't deadlock.
Rank: D
Ouch.
by Dr. Walrus
Fri Jun 09, 2017 3:32 am
Forum: Pending
Topic: [0.15.18] Map shows incorrect position of turret range
Replies: 2
Views: 1269

[0.15.18] Map shows incorrect position of turret range

So I am traveling quite a ways away to search for some big ore patches, and after some travel I discovered my map showed that some unexplored area of the map was within range of a turret. There were not any turrets that I had built out there so it must be some sort of visual bug. Interestingly this ...
by Dr. Walrus
Sat May 20, 2017 3:06 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 100799

Re: Friday Facts #191 - Gui improvements

I really like the changes to the toolbelt. I was a little skeptical reading the proposals, but the rationale backs it up and moves it more to a shortcut hotbar than the odd half-and-half that it currently is. I would recommend not having the shortcut buttons on the item slots, as it just adds too mu...
by Dr. Walrus
Fri Feb 24, 2017 11:00 pm
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 108
Views: 37277

Re: Friday Facts #179 - New resource graphics & concrete

The new ores really look great, but will it make miner-placing more difficult because the boundaries of an ore-patch are harder to spot? One way I can envision making it easier and still keeping the pretty is, when you are holding a drill for placement, to tint ore-filled squares according to their...
by Dr. Walrus
Thu Dec 22, 2016 5:04 pm
Forum: General discussion
Topic: Shotgun Shells - explained
Replies: 14
Views: 3720

Re: Shotgun Shells - explained

I'm going to have to agree with Xeanoa. 12 x 4 physical makes perfect sense to me. Would the alternate be written as 4 physical x 12? And by the AoE analogy, number of pellets should be written first because AoE is written second and describes the projectile similarly to how 4 physical is written se...
by Dr. Walrus
Mon Oct 24, 2016 1:53 am
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 92
Views: 27211

Re: [MOD 0.14] Text Plates

Another problem with using constant combinators is that render_layer = "floor" does not work properly. You can only change the render layer of decorative and simple-entity entities. See attached picture. This is another annoying problem that I had trouble with in the past when I was workin...
by Dr. Walrus
Sun Oct 23, 2016 3:51 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 92
Views: 27211

Re: [MOD 0.14] Text Plates

Why is the entity type for the letters a constant combinator? Wouldn't it be simpler for the entity to be a decorative or a doodad type? As far as I can see there is no reason to need to be able to click on the letters and see the constant combinator GUI.
by Dr. Walrus
Mon Oct 03, 2016 6:32 am
Forum: Minor issues
Topic: [0.14.12] Gate and Rail causes a minimap inconsistency
Replies: 0
Views: 618

[0.14.12] Gate and Rail causes a minimap inconsistency

When building a gate over a rail, the mini-map will display a different color depending if the gate or the rail was built first. The entity that you build first will be the color that shows up on the mini-map. On the left I built a rail first and built gates over it. I built them in the reverse orde...
by Dr. Walrus
Tue Sep 20, 2016 12:58 am
Forum: Off topic
Topic: Your Logistic Robots Are Broken! [Forum Game]
Replies: 344
Views: 73907

Re: Your Logistic Robots Are Broken! [Forum Game]

Your bots bring you 7 flamer capsules (From Ten Industries)
You are standing just outside of the roboport's range so the bot just throws them to you.

I request my bots bring me some barrels of water so I can put out the fire.
by Dr. Walrus
Thu Sep 15, 2016 5:31 am
Forum: Mods
Topic: [MOD 0.13] VehicleVaulting 0.0.1
Replies: 4
Views: 2164

Re: [MOD 0.13] VehicleVaulting 0.0.1

I saw your question on my (madmaster5000's) tank gun mod page and for some reason couldn't post back. So here's your answer. The tank gun mod does not support all car types as ammo. The reason being is that a gun can only use an "ammo" type item as ammunition. The "tank" item tha...
by Dr. Walrus
Wed Aug 24, 2016 2:49 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Optimal Layouts
Replies: 7
Views: 28429

Re: Optimal Layouts v0.13

Your beaconized assembly machines running on belts are not quite optimal. If you are putting speed modules in the beacons and productivity modules in the assembly machines, then to achieve the lowest energy use per craft you need to set up your beacons and assembly machines in this pattern. http://i...
by Dr. Walrus
Wed Jul 27, 2016 11:41 am
Forum: Mods
Topic: [MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.1
Replies: 14
Views: 21582

Re: [MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.0

hello, im getting an error message "Path_Factorio, Directed by Michael Bay_/graphics/waitex-medium-explosion.png does not match any mod." btw,im using Factorio v0.13.10 + bob's mod + Waitex Every single mod I've made has been a huge hit. And every single mod I've made has been panned by c...
by Dr. Walrus
Wed Jul 27, 2016 4:26 am
Forum: Mods
Topic: [MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.1
Replies: 14
Views: 21582

Re: [MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.0

[Two months later] Michael Bay, we need updates for 0.13 :D. I seriously cannot play Factorio without this mod anymore. ty Thanks for waiting for the goods Aonnova, life as an multinational producer/director doesn't leave that much time for modding. I've been location scouting around Krakatoa for a...

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