Search found 15 matches

by BlooSkies
Fri Apr 28, 2017 7:16 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 204591

Re: ModMyFactory - mod manager and more

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.
Well, yes.
But it presents a less-than-desirable warning at every startup in that instance.
I suppose I should've just said that, oops.
by BlooSkies
Thu Apr 27, 2017 7:47 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 280840

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...
by BlooSkies
Thu Apr 27, 2017 7:27 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 204591

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.
by BlooSkies
Wed Apr 26, 2017 6:41 pm
Forum: General discussion
Topic: Getting rid of alien artifacts is a bad idea
Replies: 74
Views: 27328

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.
by BlooSkies
Wed Apr 26, 2017 6:38 pm
Forum: General discussion
Topic: Re-use of steam
Replies: 7
Views: 3742

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.
by BlooSkies
Wed Apr 26, 2017 6:06 pm
Forum: General discussion
Topic: Green and Red wires: Why two colours?
Replies: 16
Views: 15387

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...
by BlooSkies
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: 5688

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...
by BlooSkies
Tue Mar 28, 2017 10:31 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 586063

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...
by BlooSkies
Tue Mar 28, 2017 3:59 am
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 204591

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 ...
by BlooSkies
Thu Mar 23, 2017 2:38 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311566

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.
by BlooSkies
Wed Mar 22, 2017 3:01 am
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate 1.0.2
Replies: 27
Views: 19031

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...
by BlooSkies
Tue Mar 21, 2017 4:13 am
Forum: Mods
Topic: [MOD 0.14.x] Terraforming - Bridges, Moats & Drawbridges
Replies: 8
Views: 7501

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?
by BlooSkies
Fri Mar 17, 2017 3:36 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529732

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...
by BlooSkies
Thu Mar 16, 2017 3:20 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 280840

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...

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