Search found 16 matches
- Mon Nov 25, 2024 2:28 am
- Forum: Bug Reports
- Topic: [2.0.20] "Can filter items." in inserter tooltips is unnecessary
- Replies: 7
- Views: 210
Re: [2.0.20] "Can filter items." in inserter tooltips is unnecessary
So the tooltip logic here should be inverted. Filtering is the default that all [vanilla] inserters now follow, so they should get a clean tooltip. Inserters that do not filter should get a line explicitly stating that fact.
- Fri Apr 28, 2017 7:16 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 232939
Re: ModMyFactory - mod manager and more
Well, yes.Artentus wrote:As far as I know Factorio will just use the newest version and if a folder and a zip with the same version are present the folder is used.
But it presents a less-than-desirable warning at every startup in that instance.
I suppose I should've just said that, oops.
- Thu Apr 27, 2017 7:47 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 321286
Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2
Welp, here it is. A near exact (+-10), filtered, AND inserter-resetting design that is also very compact. Is filtered control not innately inserter-resetting, provided you leave a buffer of a handful (literally; the inserters' hands) of items in the request vs the total capacity of the wagon, or am...
- Thu Apr 27, 2017 7:27 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 232939
Re: ModMyFactory - mod manager and more
Keeping old versions of a mod when updating should probably not be enabled by default, as having multiple versions of a mod in the game's mod directory causes some minor wonkiness.
- Wed Apr 26, 2017 6:41 pm
- Forum: General discussion
- Topic: Getting rid of alien artifacts is a bad idea
- Replies: 74
- Views: 30619
Re: Getting rid of alien artifacts is a bad idea
The way I would want it:
Optional alien research/tech tree that uses artifacts as a base.
Maybe even an expansion/DLC?
Things dropped by the local alien populace rightfully shouldn't contribute to launching a conventional rocket.
Optional alien research/tech tree that uses artifacts as a base.
Maybe even an expansion/DLC?
Things dropped by the local alien populace rightfully shouldn't contribute to launching a conventional rocket.
- Wed Apr 26, 2017 6:38 pm
- Forum: General discussion
- Topic: Re-use of steam
- Replies: 7
- Views: 4141
Re: Re-use of steam
Yup. Used steam is consumed. No re-use.
Anything going through to the other side of your engines is excess, not used.
Anything going through to the other side of your engines is excess, not used.
- Wed Apr 26, 2017 6:36 pm
- Forum: General discussion
- Topic: Day & Night Cycle but without reducing brightness/Night mode
- Replies: 3
- Views: 2027
- Wed Apr 26, 2017 6:06 pm
- Forum: General discussion
- Topic: Green and Red wires: Why two colours?
- Replies: 16
- Views: 17961
Re: Green and Red wires: Why two colours?
Why is this such an argument? We've already explained why two wires are helpful, so what's the issue with adding more? Graphically: -The colors aren't differentiated at the combinator level, so it's actually counter-intuitive to make separated input points for each color of wire anyway. -Light poles...
- Wed Apr 26, 2017 5:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator
- Replies: 9
- Views: 6291
Re: [0.15][gfx] Minimap color : we don't see accumulator
Monitor color calibration and reproduction is a "hobby" of mine. There is a difference of about 10/255 between these shades as far as I can figure from this badly compressed JPG. It's actually that the concrete is more blue and not that the accumulators are more red, but I digress. On moni...
- Tue Mar 28, 2017 10:31 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 666096
Re: [MOD 0.14.x] pY Coal Processing
I could just add the corresponding converter valve recipes for now, I mean the converter valve is in Petrochem for this kind of "patched" compatibility. That would solve it at least for fluids. I have such recipes in my own little compatibility mod. You can find it here: https://github.co...
- Tue Mar 28, 2017 3:59 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 232939
Re: ModMyFactory - mod manager and more
Feature request -- Link support for launching servers. E.g. to run my server now, I have a batch file that iterates through my save list, and then calls the game through Factorio.exe --start-server "../../saves/%file_name%" --mod-directory ../../mods --server-settings server-settings.json ...
- Thu Mar 23, 2017 2:38 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 344252
Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.8
Are there plans to update that solar farm sprite? The perspective is off or something; it just feels out of place.
- Wed Mar 22, 2017 3:01 am
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate 1.0.2
- Replies: 27
- Views: 20540
Re: [MOD 0.14.22] Free Real Estate 1.0.2
How about to be able to make a logistics drone door so they can pick up stuff from inside and take it out Practically impossible due to how the system works (you teleport into another plane of existence when you enter a factory). On the other hand, making the input/output chests into requesters/pro...
- Tue Mar 21, 2017 4:13 am
- Forum: Mods
- Topic: [MOD 0.14.x] Terraforming - Bridges, Moats & Drawbridges
- Replies: 8
- Views: 8354
Re: [MOD 0.14.x] Terraforming - Bridges, Moats & Drawbridges
The bridge builder does the same, but only with the "natural" option.
Concrete bridges work fine. I'd suspect the paved moats to work the same?
Concrete bridges work fine. I'd suspect the paved moats to work the same?
- Fri Mar 17, 2017 3:36 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586577
Re: [MOD 0.14] AAI Programmable Vehicles
Construction robots can repair them fine, mind. Also, got an errant desync to report. I started a new MP save including the AAI mods. It worked fine at first, but after I started some basic automation using the examples from the OP, my clients could no longer connect, as it desynced immediately at t...
- Thu Mar 16, 2017 3:20 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 321286
Re: [Mod 0.14] Logistic Train Network 0.9.5
I'm not sure if this has been mentioned before but here's one tiny issue that I have with the otherwise awesome mod: I have requester stations that sometimes get filled up so much that LTN thinks they are provider stations and sends a train there to pick up items. That doesn't work because they don...