Search found 47 matches
- Sun Oct 04, 2020 4:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.0.0] Biters not spawning
- Replies: 5
- Views: 4846
Re: [Oxyd] [1.0.0] Biters not spawning
If I recall correctly, biters are removed from the game if they cant find pathing to their target. I am not sure if this is connected with the issue, never played the mod combination that you are. However, one could try to replicate this with a custom made vanilla map with a lot of water, maybe bite...
- Sun Oct 04, 2020 3:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
- Replies: 10
- Views: 5345
Re: [Oxyd] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
Vanilla 1.0.0 Factorio: 1080p Going anywhere above 100% in UI scale results in grid getting a scroll bar (which is good feature, there are modded huge grids). This does not seem to be an issue at first, but becomes apparent at 150% UI scale at 1080p. One might argue "dont use bigger UI scale&qu...
- Wed Apr 04, 2018 9:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Boiler leaves "small" rubble upon destruction
- Replies: 2
- Views: 2956
[0.16.36] Boiler leaves "small" rubble upon destruction
Boilers were small in the past, now they are bigger. Upon destruction they leave small sized rubble behind them. Image depicting few destroyed boilers. I decided to report bug after looking at rubble here and feeling that something is off. http://steamcommunity.com/sharedfiles/filedetails/?id=135250...
- Sat Sep 23, 2017 7:39 am
- Forum: Ideas and Suggestions
- Topic: [FFF #209] Suggestion on Logistic Bot dilemma
- Replies: 4
- Views: 2203
[FFF #209] Suggestion on Logistic Bot dilemma
Was reading The logistic bots dilemma: "The dilemma is, whether changing the game rules like this just for optimisation isn't going too far." Suggestion: Implement a next tier of logistic tech. Logistic entity akin to nanite swarm OR mass -> energy -> mass conversion. Simple implementation...
- Sun Jun 18, 2017 1:27 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 314794
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.2
I started recently using it again and here is some feedback. The guide in the OP is way too complicated for what is needed to start out with the mod. I spent an hour trying to figure out all those wire connections + filter inserters. And that combinator that does "Any = Any * -1" results i...
- Sat Jun 10, 2017 2:18 pm
- Forum: Mods
- Topic: [MOD 0.15] Greenhouse with modules 0.15.0
- Replies: 8
- Views: 8855
Re: [MOD 0.15] Greenhouse with modules 0.15.0
I've uploaded the mod to https://mods.factorio.com/
It has a slightly different name, but that is all.
It has a slightly different name, but that is all.
- Tue Jun 06, 2017 9:50 pm
- Forum: Mods
- Topic: [MOD 0.15] Greenhouse with modules 0.15.0
- Replies: 8
- Views: 8855
Re: [MOD 0.14.x] Greenhouse with modules 0.1.2
Updated for 0.15.0 Productivity modules will not work any more. I have to check what has changed in 0.15.0 to make them work for intermediates, but I doubt anyone would want to use prod modules on these. Unfortunately I can't put my own mod on https://mods.factorio.com , because someone else uploade...
- Sun Jan 08, 2017 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Tool belt improvements
- Replies: 22
- Views: 8577
Re: Tool belt improvements
One can quickly fill tool belt by opening inventory and ctrl+click in empty inventory square: that will fill your tool belt as per filters set. The tool belt however works fine for me. If i have 400 belts in my inventory i can place them all by selecting a belt from my toolbelt and just using that w...
- Sun Jan 08, 2017 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Land Mines not counting towards "building destroyed"
- Replies: 2
- Views: 1950
Re: Land Mines not counting towards "building destroyed"
+1aober93 wrote:It should rather be a yellow ! sign, as in something is in combat. Just treat it as turret ammo. When it gets fired you get the yellow warning sign, and the ammo gets used up. Just as land mines kinda.
- Sun Jan 08, 2017 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Towards Sophisticated Train Loading
- Replies: 10
- Views: 6909
Re: Towards Sophisticated Train Loading
What if a single cargo train would be split into 7 segments (or was it 6?) ?
Each segment would have its own cargo space of 3 squares or something.
Theoretically a single cargo train could carry 7 (6?) different items without complex logistic issues.
Each segment would have its own cargo space of 3 squares or something.
Theoretically a single cargo train could carry 7 (6?) different items without complex logistic issues.
- Sun Jan 08, 2017 3:57 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 37200
Re: New Achievements?
Personally i did not enjoy the 30million green circuit achievement. The throughput achievements however "300 items per hour" were fun, as the challenge was to scale up your factory (which in turn surfaced flaws in your design from ground up), not pointlessly copy paste green circuit factor...
- Sun Jan 08, 2017 12:47 pm
- Forum: Ideas and Suggestions
- Topic: ideas for testing
- Replies: 3
- Views: 1362
Re: ideas for testing
You can start a custom game in sandbox mode that gives you infinite resources and items to place.
There you can test various combinations.
There you can test various combinations.
- Sun Jan 08, 2017 12:22 pm
- Forum: Ideas and Suggestions
- Topic: Why Combat is Clunky
- Replies: 7
- Views: 3109
Re: Why Combat is Clunky
You might want to read this viewtopic.php?f=6&t=3394
- Sat Dec 31, 2016 7:11 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 129504
Re: Railroad
In a recent reddit post, someone asked about this very issue -- how to prevent trains from going into a siding with station when they aren't scheduled to stop at the station. Could you please share the link to reddit ? I personally have had 16 L-CCCC-L terminal trains in my train system and ive nev...
- Sat Dec 31, 2016 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Improve Long Handed Inserters / Stack and Filtered Long Hand inserters / Increase stack, add filter to long handed inser
- Replies: 33
- Views: 12426
Re: Stack and Filtered Long Hand inserters
There I suggested removing the red/blue belts... and rather have one type of belt and something like a "belt-motor" Well, your suggestion is sensible. Im certainly liking how Yuoki handled mechanical energy transmission (for his Yuoki's motors mod). At this point the best bet for "le...
- Sat Dec 31, 2016 6:44 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 314794
Re: [Mod 0.14] Logistic Train Network 0.5.4
...Thank you. Please be more precise what instructions in the OP are unclear... ...I don't know if i can fit the whole OP in the tech description. Once I have some free time I can playtest and: - see what is most confusing and write it down. - try to write a small "how-to" that should fit...
- Sat Dec 31, 2016 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Rename "Beacon" (because it isn't) and add real nav beacons
- Replies: 7
- Views: 3560
Re: Rename "Beacon" (because it isn't) and add real nav beacons
+1 for bacon. There must be a mod for this.
- Thu Dec 29, 2016 1:42 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 314794
Re: [Mod 0.14] Logistic Train Network 0.5.4
In the image example you have wired inserters, but instructions tell only to wire chests. The wiring in images is a bit confusing. This mod is something i had in mind, im awed that someone figured out how to do it and implemented the logic. Trying to wrap my head around instructions. I got it to wo...
- Wed Dec 28, 2016 9:32 pm
- Forum: Ideas and Suggestions
- Topic: A couple of trivial UI improvement suggestions
- Replies: 6
- Views: 2956
Re: A couple of trivial UI improvement suggestions
A separate entity that acts like power pole but does not "auto-connect" anything, does seem useful for circuit networks. It would allow to drop down the blueprints in power pole populated area without worries of those copper wires criss crossing everything. I think the suggestion is valuab...
- Wed Dec 28, 2016 2:19 pm
- Forum: Ideas and Suggestions
- Topic: A couple of trivial UI improvement suggestions
- Replies: 6
- Views: 2956
Re: A couple of trivial UI improvement suggestions
You can remove electric (copper, brown) wires from electric poles and have only red and/or green wires on poles. However I do not know what happens when such blueprints are thrown in environment where there are other electric poles.