Search found 105 matches

by Talguy
Mon Oct 02, 2023 4:40 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 74511

Re: Friday Facts #378 - Trains on another level

This is revolutionary! Can't wait for 2.0 :)
by Talguy
Wed Mar 06, 2019 4:46 pm
Forum: Questions, reviews and ratings
Topic: Blueprints and recipes in advance (shopping malls)
Replies: 0
Views: 3144

Blueprints and recipes in advance (shopping malls)

So I'm a big fan of using malls. I have several blueprints which have all of the items in the game automated, just for the player (not for production) (https://factorioprints.com/view/-L_IRYPClfgL4tSoQ7E4 for example). However when you start the game and place the blueprint, you're getting assembly ...
by Talguy
Fri Nov 04, 2016 10:47 pm
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 35446

Re: Friday Facts #163 - New rails & New problems

DDDGamer wrote:I really hope the weird "Circle" shapes turn into actual proper rails circle roundabouts.
I agree :)
by Talguy
Fri Nov 04, 2016 8:22 pm
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 35446

Re: Friday Facts #163 - New rails & New problems

First blog post by V!!! :D He deserves a proper introduction imho. When he plays openttd, he mods trains and builds awesome stuff like RAWR, YETI, NUTS. https://wiki.openttdcoop.org/User:V453000 First issue appeared fast - the vertical sides of rails would overlap the top side in junctions. I have b...
by Talguy
Wed Sep 14, 2016 5:07 pm
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 10021

Re: [MOD 0.13.x+] Useful Map Colors

When are you releasing a 0.14 version?
by Talguy
Sat Aug 13, 2016 11:47 am
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 89564

Re: Circuit network features for 0.14

Instead of using the circuit network to control trains, wouldn't it make sense to just have a "goto schedule line IF" rule in the schedule? The conditions could even support reading contents of a specific item type (for filtered train wagons) Like in openttd: http://blog.openttdcoop.org/fi...
by Talguy
Thu Jun 30, 2016 4:05 pm
Forum: Mod portal Discussion
Topic: IDEA: <title>$MODTITLE</title>
Replies: 1
Views: 1567

Re: <title>$MODTITLE</title>

Agreed! Since it's build with React, you can probably use this to change titles:

https://github.com/gaearon/react-document-title
by Talguy
Tue Jun 28, 2016 8:24 pm
Forum: Translations
Topic: Web based translations
Replies: 88
Views: 68712

Re: Web based translations

I just fully translated the trailer into Dutch :)
by Talguy
Tue Jun 28, 2016 3:08 pm
Forum: 1 / 0 magic
Topic: [0.13] [Pending] Ingame Mod updates failing
Replies: 7
Views: 3172

Re: [0.13] [Pending] Ingame Mod updates failing

Technically the rest API is at fault, since a 403 error would be expected :) 401 is possible too but I'm not sure if digest or basic auth is used by factorio.
by Talguy
Sat May 21, 2016 7:27 am
Forum: News
Topic: Friday Facts #139 - Wrapping up multiplayer
Replies: 74
Views: 37783

Re: Friday Facts #139 - Wrapping up multiplayer

One thing I'm wondering still is how will this game finder support modded games? Will there be space for a URL or something next to the game name to let people grab whatever mods are required? The mod portal will be used to download any required mods Since Klonan didn't link it, just going to leave...
by Talguy
Fri Jan 15, 2016 10:49 pm
Forum: News
Topic: Friday Facts #121 - Path Finder Optimisation II
Replies: 33
Views: 36520

Re: Friday Facts #121 - Path Finder Optimisation II

Just wanted to say congratulation to Klonan :)
by Talguy
Thu Dec 24, 2015 4:15 pm
Forum: Mods
Topic: [MOD 0.12.x] Dude, where's my car?
Replies: 13
Views: 16040

Re: [MOD 0.12.x] Dude, where's my car?

Oh god.

And theeeen????????

Going to try!
by Talguy
Thu Dec 24, 2015 4:12 pm
Forum: Mods
Topic: [MOD 0.12.20] Overflow Valve
Replies: 6
Views: 16191

Re: [MOD 0.12.20] Overflow Valve

ILMTitan wrote:Thanks. Updated the repository to fix the (dumb) error.
Did you push your changes? Anyway, just added a PR :)
by Talguy
Tue Nov 24, 2015 7:09 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 96341

Re: [MOD 0.12.x] Smarter Circuitry

Can you please split up your repo into smaller repo's / topics? It's cumbersome to extract the zip file, then rezip the individual folders, then move them to the fmm directory so FMM can find them. Other than that, http://www.factoriomods.com/ might not index your mods right now because there are no...
by Talguy
Mon Nov 16, 2015 11:18 pm
Forum: Show your Creations
Topic: Tutorial:Controlling oil reserves with pumps
Replies: 14
Views: 35928

Re: Tutorial:Controlling oil reserves with pumps

Here's what I use: Capture.PNG Keeps my fluids looking like this: Capture2.PNG Nice! What happens if tanks are full? The reason that I have my cracking pumps at <2k light oil/petroleum is so my yet to be built solid fuel pumps (> 2.4k) can go to solid fuel production. That way, creating batteries /...
by Talguy
Sat Nov 14, 2015 11:55 pm
Forum: Show your Creations
Topic: Tutorial:Controlling oil reserves with pumps
Replies: 14
Views: 35928

Tutorial:Controlling oil reserves with pumps

Here's how I control my reserves and prevent all of them from running out. I know I can use combinators, but I don't care about energy loss and this way is much easier to set up. I've added wooden chests with barrels next to the lights so you can easily see what liquid is used for a condition(pump)....
by Talguy
Sun Nov 01, 2015 9:36 pm
Forum: Questions, reviews and ratings
Topic: Mods in 0.12.15
Replies: 5
Views: 17891

Re: Mods in 0.12.15

Indeed I thought of splitting up the mod board again... < 0.12.10 and >= 0.12.10 Opinions? What this forum needs is something like a tagging system for mods, that way a topic can be tagged (by a moderator?) when a mod has been successfully tested, and maybe apply categorization via tags as well? Fo...
by Talguy
Sun Oct 04, 2015 8:39 am
Forum: Mods
Topic: [Mod 0.13.x] Visible Bots 0.4.0
Replies: 17
Views: 30301

Re: [Mod 0.1.0] Visible Bots

TuckJohn wrote:What does this mod do, exactly?
Makes bots visible on the map / minimap the same way biters are visible :) So you can see what parts of your factory are busy!
by Talguy
Sat Oct 03, 2015 1:13 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 129964

Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20

Would it be possible to colorize the ore type by their respective map color? This is because it would then be easier to distinguish the different ore types, for obvious reasons. Yes, that sounds good. Since you seem to have the right idea with the code (but, hint, you don't want to change the capti...
by Talguy
Fri Oct 02, 2015 7:36 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 129964

Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20

Would it be possible to colorize the ore type by their respective map color? This is because it would then be easier to distinguish the different ore types, for obvious reasons. Untested, but from what I can see the following should work: el = sites_gui.add{type="label", name="YARM_la...

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