The train encoding is an output only. It doesn't use it to filter which kinds of trains can go to the station. (there's lots of discussion of this in the thread and it's currently listed as a "will not implement" in the main post).
Somehow I missed the output functionality. Alright, so I'll have ...
Search found 22 matches
- Sat May 27, 2017 4:36 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 346007
- Tue May 09, 2017 7:00 am
- Forum: Mods
- Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
- Replies: 43
- Views: 26089
Re: [MOD 0.15+] Long Reach/Build/Mine/Pickup/Loot Research
You could merge these mods together into one and have options to enable build/mine/pickup/loot. Like how you can install bobsores, but you have to turn on the ores you want to spawn.
- Thu May 04, 2017 1:45 pm
- Forum: Mods
- Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
- Replies: 43
- Views: 26089
Re: [MOD 0.15+] Long Reach/Build/Mine/Pickup/Loot Research
As far as I've understood it, loot is still defined in the game - it's just not used all that much. A mod could for instance make it's own loot (bob's enemies for instances drops/dropped tiny artifacts when you murdered biters). So for vanilla, this research might not make much sense, but the loot ...
- Wed May 03, 2017 3:20 pm
- Forum: Angels Mods
- Topic: Updates thread
- Replies: 1
- Views: 1692
Updates thread
Could you make a pinned locked thread where you post changelogs/updates. I find it somewhat hard to keep up to date with the angel mods updates because it's buried in page 70+ or other threads. I would really like a thread with only updates where other people can't spam.
- Tue May 02, 2017 2:26 pm
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 28652
Re: 0.15 - plans?
Add factorissimo and the stuff you can carry around goes from ridiculous to literally "I have the world in my pockets".
- Mon May 01, 2017 5:19 pm
- Forum: Modding interface requests
- Topic: Radar module equipment
- Replies: 8
- Views: 3786
Re: Radar module equipment
Could we get some feedback on this?
- Sun Apr 30, 2017 12:27 pm
- Forum: Mod and installation managers
- Topic: Automata - Instance manager for Factorio
- Replies: 0
- Views: 2820
Automata - Instance manager for Factorio
I've started work on a factorio instance manager (plan is to also deal with mods). It's not very far allong, but I wanted to show what I have so I could get feedback sooner rather than later. My goal is to effectively reproduce the functionality offered by the curse client for minecraft (now renamed ...
- Sun Apr 30, 2017 9:25 am
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 28652
Re: 0.15 - plans?
What's your plan for power mod in 0.15 bob? The new ratio of 1 boiler to 2 engines is really nice, perhaps you could add a mk4 engine and keep ratio between boilers/engines of same tier?
- Sat Apr 29, 2017 10:24 pm
- Forum: Technical Help
- Topic: Override data directory on OSX
- Replies: 6
- Views: 2507
Re: Override data directory on OSX
Thanks, that worked ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sat Apr 29, 2017 9:59 pm
- Forum: Technical Help
- Topic: Override data directory on OSX
- Replies: 6
- Views: 2507
Re: Override data directory on OSX
So, I just tested this.
Game is positioned at ~/foo/factorio.app
Config file is positioned at ~/foo/config/config.ini
Config file content:
[path]
read-data=__PATH__executable__/../../data
write-data=/Users/alxandr/foo/data
Command run:
open -a /Users/alxandr/foo/factorio.app --args ...
Game is positioned at ~/foo/factorio.app
Config file is positioned at ~/foo/config/config.ini
Config file content:
[path]
read-data=__PATH__executable__/../../data
write-data=/Users/alxandr/foo/data
Command run:
open -a /Users/alxandr/foo/factorio.app --args ...
- Sat Apr 29, 2017 9:07 pm
- Forum: Technical Help
- Topic: Override data directory on OSX
- Replies: 6
- Views: 2507
Re: Override data directory on OSX
I'm not running factorio from the command line though. Or rather, I am, but I'm not running it as a normal process, I'm starting it using the `open` command. To get more concrete, let's say I have factorio installed at /foo, in which case I can start it using:
open -a /foo/factorio.app
How would ...
open -a /foo/factorio.app
How would ...
- Sat Apr 29, 2017 7:28 pm
- Forum: Mods
- Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
- Replies: 43
- Views: 26089
Re: [MOD 0.14+] Long Reach/Build/Mine/Pickup/Loot Research
Lol, you would never have to move
. That should be a custom achievement of some kind. Launch a rocket without moving ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- Sat Apr 29, 2017 7:02 pm
- Forum: Technical Help
- Topic: Override data directory on OSX
- Replies: 6
- Views: 2507
Override data directory on OSX
Hi. I'm trying to override the data directory on OSX. I've tried following guides at https://wiki.factorio.com/Application_directory and https://forums.factorio.com/viewtopic.php?f=49&t=12819&p=87281#p87281 , and I've tried moving the config-path.cfg to different places in the file hierarchy (both ...
- Sat Apr 29, 2017 2:42 pm
- Forum: Mods
- Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
- Replies: 43
- Views: 26089
Re: [MOD 0.14+] Long Reach/Build/Mine/Pickup/Loot Research
Would that make sense though? I mean, you can only zoom out so far, reaching longer than the camera will show you yield no benefit, no?
- Sat Apr 29, 2017 10:04 am
- Forum: Mods
- Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
- Replies: 43
- Views: 26089
Re: [MOD 0.14+] Long Reach/Build/Mine/Pickup/Loot Research
Will you update these mods for 0.15?
- Thu Apr 20, 2017 11:47 am
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 9597
Re: [MOD 0.14.x] Alien Goop Cracking
This looks really cool, but I have a question. Does the "goop" wells spawn without biters being spawned? If not, could you make that an option? That would make this a great peacefull mod for when you don't play with biters.
- Mon Feb 20, 2017 6:54 pm
- Forum: Modding interface requests
- Topic: Radar module equipment
- Replies: 8
- Views: 3786
Re: Radar module equipment
That being said, when I think about it, being able to increase the range of the personal radar too would be pretty cool. Though I probably wouldn't "waste" the grid slots on it ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- Mon Feb 20, 2017 6:10 pm
- Forum: Bob's mods
- Topic: Literally unplayable
- Replies: 2
- Views: 2520
Re: Literally unplayable
At least according to google: https://www.google.no/webhp?sourceid=ch ... reinforced
- Mon Feb 20, 2017 3:31 pm
- Forum: Modding interface requests
- Topic: Radar module equipment
- Replies: 8
- Views: 3786
Re: Radar module equipment
Yeah, that's what I thought as well. Effectively you would get a train that updated your "world view" (map) whenever it passed an area. It would allow you to easier discover biter movement outside your base.
- Sat Feb 18, 2017 8:59 pm
- Forum: Bob's mods
- Topic: Request: Vehicle Radar
- Replies: 2
- Views: 1581