Search found 1258 matches

by Qon
Fri Jul 10, 2020 10:36 am
Forum: Ideas and Requests For Mods
Topic: AutomaticLogisticChest
Replies: 3
Views: 97

Re: AutomaticLogisticChest

Too bad license: Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed Can you explain your opinion more? Thanks. The license permits modifying the code, and the licensing terms are of having to release modifications also under GPL is ...
by Qon
Mon Jun 29, 2020 1:55 pm
Forum: General discussion
Topic: Factorio Paper Cuts
Replies: 29
Views: 1814

Re: Factorio Paper Cuts

Correct. You can also create blueprints with the dedicated Alt+B (create blueprint hotkey) instead using the cut/copy functionality to create blueprints. The point is I'm not creating a blueprint, I'm just using the keyboard copy + paste functionality. You did write that, yes... either I wasn't pay...
by Qon
Sun Jun 28, 2020 5:51 pm
Forum: Won't fix.
Topic: Construction robot can't place on canceled deconstruction.
Replies: 4
Views: 665

Re: Construction robot can't place on canceled deconstruction.

ickputzdirwech wrote:
Mon Jun 08, 2020 2:47 pm
This has been fixed. If you cancel the deconstruction the ghost beneath it is removed as well.
Nice!
by Qon
Sun Jun 28, 2020 5:46 pm
Forum: General discussion
Topic: Factorio Paper Cuts
Replies: 29
Views: 1814

Re: Factorio Paper Cuts

5thHorseman wrote:
Sun Jun 28, 2020 3:44 pm
Ctrl-c doesn't give you the option by default. You have to hold down shift to actually create a blueprint to see any options.
Correct. You can also create blueprints with the dedicated Alt+B (create blueprint hotkey) instead using the cut/copy functionality to create blueprints.
by Qon
Sun Jun 28, 2020 2:49 pm
Forum: General discussion
Topic: Factorio Paper Cuts
Replies: 29
Views: 1814

Re: Factorio Paper Cuts

Copy and paste (Control-C and Control-V) will overwrite train station names. (If the paste overlaps with an existing station, it can get renamed, potentially causing massive amounts of belt contamination. (In my opinion it should work like the default behaviour in blueprints and not copy station na...
by Qon
Sun May 31, 2020 6:29 pm
Forum: Combinator Creations
Topic: Raycasting engine in factorio
Replies: 20
Views: 5395

Re: Raycasting engine in factorio

arrow in my gluteus wrote:
Tue May 26, 2020 6:47 pm
if anyone is interested you can follow along with the development of version 2.0 of this raycasting engine on my second channel: https://www.youtube.com/playlist?list=P ... Le9xX_7tjb
I love it! Already subscribed and watching your progress though ;)
by Qon
Thu Apr 09, 2020 7:55 am
Forum: Ideas and Requests For Mods
Topic: [Request] Name my mod (about combinators)
Replies: 11
Views: 1084

Re: [Request] Name my mod (about combinators)

The space is limited to fit these tiny combinators into the footprint of the chip in a "legible" manner. They don't need to be visible past the first recursion step. When you put a chip inside a chip all it's subcomponents are invisible from the world, you just see chips (that are empty) and regula...
by Qon
Sun Mar 15, 2020 11:50 am
Forum: Won't fix.
Topic: [0.18.12] Beacon Power Exploit
Replies: 6
Views: 670

Re: [0.18.12] Beacon Power Exploit

That's an amazing find! For max savings (-95%), you need frame-perfect beacon construction timing. This is easy to do using the editor time controls (place the beacon on the second tick that the power switch green light is on), but difficult in realtime. Does that mean it updates every 120 ticks sin...
by Qon
Thu Mar 05, 2020 6:47 pm
Forum: Ideas and Requests For Mods
Topic: [MOD REQUEST] Landfill restriction
Replies: 10
Views: 430

Re: [MOD REQUEST] Landfill restriction

Thank you darkfrei! You are a delight and a gift to this community! :)
Maybe the mod requester one day learns how to show his appreciation as well ;)
by Qon
Sat Feb 22, 2020 6:51 pm
Forum: Gameplay Help
Topic: Logistics in Vanila game
Replies: 9
Views: 576

Re: Logistics in Vanila game

That's a really neat setup. Might be interesting to make a blueprint book for this to advance faster in new worlds. It's not really my design, but based on one by KatherineOfSky. I meant the system of doing logistics with conbots. The mall thing is neat too, but somewhat standardized and not as qui...
by Qon
Sat Feb 22, 2020 10:33 am
Forum: Gameplay Help
Topic: Logistics in Vanila game
Replies: 9
Views: 576

Re: Logistics in Vanila game

You can build an automated "make everything factory" with only storage chests: That's a really neat setup. Might be interesting to make a blueprint book for this to advance faster in new worlds. Might be useful in my automatic self building factory. it is easier to just craft 500 yellow science bot...
by Qon
Sun Feb 16, 2020 2:27 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Name my mod (about combinators)
Replies: 11
Views: 1084

Re: [Request] Name my mod (about combinators)

Circuitissimo: https://mods.factorio.com/mod/circuitchips Enjoy, you're welcome etc Wow, that's cool! It doesn't say if it supports recursion though, I assume it does because that's just necessary and cool. Currently doing my cuitcuits with Lua-combinators though. The internal space looks a bit cra...
by Qon
Sun Feb 16, 2020 11:34 am
Forum: Mods
Topic: [MOD 0.12.x] Gandalf 1.0.0
Replies: 11
Views: 5335

Re: [MOD 0.12.x] Gandalf 1.0.0

Gandalf for Factorio 0.18! I haven't tested it really, just updated the version number compatability field. Should work though.
by Qon
Sun Feb 16, 2020 11:27 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Laser turrets without spending drain energy
Replies: 31
Views: 23138

Re: Laser turrets without spending drain energy

https://forums.factorio.com/download/file.php?id=47283 https://mods-data.factorio.com/assets/baeff81f83ad4d8f2428b0937d776e0eda0c7bd1.png Back in april 2019 I completed my 0~ drain laser wall and posted it in another thread: Perfect 0~drain Laser: Blueprintable and Chunky! It's chunk aligned, bluep...
by Qon
Mon Feb 10, 2020 10:47 pm
Forum: Ideas and Requests For Mods
Topic: Faster trains and corridors
Replies: 1
Views: 228

Re: Faster trains and corridors

on_tick is something you want to avoid if possible because of performance reasons. But you are also fairly limited in what you can do with trains. Unlike vehicles you can't just set a speed on them to accelerate and brake with them. There's mods that makes faster trains with lower acceleration. Like...
by Qon
Mon Feb 10, 2020 10:21 pm
Forum: Ideas and Requests For Mods
Topic: Request: Auto Train Grid Equipping.
Replies: 5
Views: 316

Re: Request: Auto Train Grid Equipping.

There's even already a mod for making blueprinted trains start in automatic mode ;) And as planetmaker said, the blueprints include fuel in the locomotive so the robots will also fuel the locomotives directly, so the trains can just start immediatly as they are built. Haven't tested equipment slots ...
by Qon
Sat Nov 09, 2019 12:52 pm
Forum: Mods
Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
Replies: 120
Views: 23817

Re: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause

Hello together, I am running a factorio server using nitrado as hosting provider. I had 50 mods installed. I was playing alone on the server. I got disconnected because of desync problems every 5 to 10 minutes. After deleting several mods and partially reuploading them, I am now playing with 49 mod...
by Qon
Sat Jul 13, 2019 12:17 pm
Forum: Wiki Talk
Topic: Wiki Request: Prototype/MapSettings
Replies: 4
Views: 913

Re: Wiki Request: Prototype/MapSettings

Thanks <3
by Qon
Sat Jun 22, 2019 4:11 pm
Forum: Questions, reviews and ratings
Topic: Looking for MOD which calculates the amount of visible resources
Replies: 4
Views: 393

Re: Looking for MOD which calculates the amount of visible resources

But I was looking for a mod which provides just with information about how many resources there are on the visible map . Define visible map? If you mean just the resources that you can see on the map with the current zoom and position in map view, that is impossible. A selection tool like https://m...

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