Search found 28 matches

by Adventurer
Mon May 15, 2017 12:54 am
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9541

Re: [0.15] Side Inserters & Long Inserters

GotLag wrote:A ghost is the semi-transparent result when you place a blueprint or use shift-click to place a building.
Oh. Then either you misunderstood my feature request or I phrased it poorly.

Could you make it possible to alter those things while they're in... whatever you want to call this?
by Adventurer
Sun May 14, 2017 6:32 pm
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9541

Re: [0.15] Side Inserters & Long Inserters

GotLag wrote:It is indeed working. Ghosts, like inserters with no power, don't move the hand when you change the pickup location.
Image

As you can see from the gif, I'm only able to change it once it has been placed, and not before. I am mashing Ctrl+F the entire time.
by Adventurer
Sun May 14, 2017 4:49 am
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9541

Re: [0.15] Side Inserters & Long Inserters

GotLag wrote:The long inserter uses more power than the basic, but it's also faster.
I see.

Also, I was one who requested the feature for the hotkeys to work in ghost form for Side Inserters. I just tried it out and it seems they are not working despite what the changelog says.
by Adventurer
Sun May 14, 2017 4:14 am
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9541

Re: [0.15] Side Inserters & Long Inserters

An inserter is 13kW, a long inserter is 19kW

However, a fast inserter is 46kW and a long faster inserter is also 46kW.

The power costs for long variants should either be +6kW or 46% higher to be consistent.
by Adventurer
Sat May 06, 2017 11:47 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42911

Re: [0.15.*] Feedback topic

So, when generating a new world in regards to settings, does pollution matter? Does evolution factor matter? Does enemy expansion matter?
by Adventurer
Sat May 06, 2017 11:39 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42911

Re: [0.15.*] Feedback topic

RSO doesn't change anything about biters and pollution. They behave like in vanilla if no other mods are present. RSO will only change how their bases spawn and only for bases that are not built during biter expansion. I'm confused, you said "Resource settings matter - RSO adjusts relative fre...
by Adventurer
Sat May 06, 2017 11:11 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42911

Re: [0.15.*] Feedback topic

Why is 'Use vanilla biter generation' not included in the Map category with all the other RSO settings?

Also, given you said that only the resource settings matter, I started looking into the config to see how much the RSO biters were affected by pollution.. but I don't see any settings for it.
by Adventurer
Mon May 01, 2017 12:21 pm
Forum: Mods
Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
Replies: 44
Views: 22218

Re: [Library MOD 0.15+] Color Picker 0.3.0 - Factorio 0.15

Could you update your naming scheme so all your color related mods begin with the word 'Color' so they're grouped together?
by Adventurer
Sat Apr 29, 2017 1:44 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42911

Re: [0.15.*] Feedback topic

Is there a reason my request is being ignored? No is an acceptable answer if you don't want to add the feature.
by Adventurer
Fri Apr 28, 2017 8:13 pm
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42911

Re: [0.15.*] Feedback topic

Any chance for a setting to remove trees on top of ore?
by Adventurer
Thu Apr 27, 2017 8:05 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 307377

Re: [MOD 0.15.x] WaiTex 1.2.3: A HD Texture Pack

Siegercz wrote:Hello everyone,
maybe this is stupid question but arent the textures already in HD in 0.15.x?
Thanks for answers
Some but not all
by Adventurer
Thu Apr 27, 2017 5:00 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42911

Re: [0.15.*] Feedback topic

All I want is for trees to not spawn on top of resources.
by Adventurer
Thu Apr 27, 2017 4:18 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 307377

Re: [MOD 0.15.x] WaiTex 1.2.1: A HD Texture Pack

Changing Sprite Resolution to High fixed the problem
by Adventurer
Wed Apr 26, 2017 9:56 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 307377

Re: [MOD 0.15.x] WaiTex 1.2.1: A HD Texture Pack

Throws an error on startup about coal. Odd i don't get that error. What version of factorio and do you use? Do you have any other mods installed(if so list them here)? No other mods. Latest version of Factorio 0.15 https://i.imgur.com/LC36Ntj.png https://i.imgur.com/kMGPNze.png { "mods": ...
by Adventurer
Wed Apr 26, 2017 6:23 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 307377

Re: [MOD 0.15.x] WaiTex 1.2.1: A HD Texture Pack

Throws an error on startup about coal.
by Adventurer
Tue Jul 19, 2016 12:13 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 151750

Re: [0.13.x] Bob's Mods: General Discussion

Bobingabout, there's a problem with using Adjustable Inserters as a standalone (at least I think this is from using it standalone): http://i.imgur.com/XtdOYgU.png

Honestly I kind of feel like that technology should be moved into Logistics.
by Adventurer
Tue Jul 19, 2016 9:39 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 151750

Re: [0.13.x] Bob's Mods: General Discussion

Nexela wrote:
Adventurer wrote:So if I use the adjustable inserters mod, my config for logistics should be..
All three can be false and you will still get every inserter option.


Optionally all three can be true but whyyyyyyyy :)
Wait, really? How do you get long, fast inserters then?
by Adventurer
Tue Jul 19, 2016 9:30 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 151750

Re: [0.13.x] Bob's Mods: General Discussion

So if I use the adjustable inserters mod, my config for logistics should be.. -- If set to true, long versions of Burner, Fast, Smart and Express inserters are added. bobmods.config.logistics.LongInserters = true -- If set to true, Near (near side of standard belt) and Far (near side of long handed ...
by Adventurer
Tue Jul 12, 2016 9:38 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 151750

Re: [0.13.x] Bob's Mods: General Discussion

Is Bob's Adjustable Inserters compatible with vanilla?

As in, could I run Bob's Adjustable Inserters and nothing else and be perfectly fine without there being any weirdness?
by Adventurer
Mon Jul 04, 2016 7:48 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 307377

Re: [MOD 0.13.x] WaiTex 1.1.0: A HD Texture Pack

Thanks for the update. Factorio is now playable again.

Looking forward to the 1GB version.

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