Search found 53 matches

by mrtux
Mon Feb 12, 2018 3:57 pm
Forum: General discussion
Topic: Project Announcement: Factorio Item Browser
Replies: 3
Views: 1381

Re: Project Announcement: Factorio Item Browser

That is cool!

Can you extend this with a json view, so other tools can use the data, e.g. for crafting/balancing calculations?
Is this on github or somewhere, so others can contribute?

Keep on the nice work!
by mrtux
Mon Nov 14, 2016 2:23 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact green sciene pack factory
Replies: 5
Views: 3434

Re: Compact green sciene pack factory

You only need two copper wire assemblies for three green circuits.

When you take the iron for green circuits and gear wheels from the "inner2 iron line (that one carrying the grear wheels) you can remove the outer iron line.
by mrtux
Sat Aug 27, 2016 4:55 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2577
Views: 322539

Re: Bugs & FAQ

Arch666Angel wrote:You arge missing a mod from bobs then, bob assembly has the chem plants I think
Oh, that might be. I fixed it temporarily by commenting out the offending lines, but will try with bobs assembly. Thanks!
by mrtux
Fri Aug 26, 2016 12:55 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 11459

Re: [0.13] Make inserter stack bonus individually configurable

+1 ! The behaviour is nice for high-throughput scenarios, but breaks lots of my setups where belt contents are exactly balanced based on the sub-factory's needs. I cannot do this anymore because inserters put more than one item on a belt and the number of items changes when another bonus is research...
by mrtux
Tue Aug 23, 2016 3:12 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2577
Views: 322539

Re: Bugs & FAQ

Not sure if that was mentioned before (did not find it), but I get the following message on startup: 4.590 Error Util.cpp:57: Failed to load mod "angelsrefining 0.2.11" __angelsrefining__/data-updates.lua:2: __angelsrefining__/prototypes/angels-refining-override.lua:33: attempt to index field 'chemi...
by mrtux
Mon May 16, 2016 3:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

If you go grab "Logic Belts", it adds a few more things not found here that compliment Smarter Circuitry, including both Volume (x10 for nice integers) and Temperature sensor pipes - https://forums.factorio.com/viewtopic.php?f=91&t=14824 Did you mean to quote this? https://forums.factorio.com/viewt...
by mrtux
Sun May 01, 2016 1:39 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

Okay. I guess we have different requirements for the documentation. What might be added is something along the lines of: "The filter condition decides if the actuator 'toggles'. They work similar to activation conditions on the smart inserter." On hindsight I figure that's the part I tried out and I...
by mrtux
Sat Apr 30, 2016 12:47 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

I would like to see something more documentation tho... for instance, what is the 'filter' for on it? and what signals does it output? If I have a couple lamps wired to it (say, a red and green one), can I set conditions on the lamp's circuit-network setting to light the green lamp and red lamp to ...
by mrtux
Sun Apr 24, 2016 11:33 am
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

The fix mentioned two pages earlier does not work for you? https://forums.factorio.com/viewtopic.php?p=128515#p128515 Yeah I got lost in the 11 pages, too. Didn't read the novel, sorry. :lol: I wouldn't really expect a normal human to find that needle in this haystack. If the original author has mo...
by mrtux
Sat Apr 23, 2016 1:37 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

The fix mentioned two pages earlier does not work for you?
viewtopic.php?p=128515#p128515
by mrtux
Fri Apr 22, 2016 6:36 pm
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 16678

Re: Friday Facts #135 - Getting Organized

Maybe this is something for you: http://phabricator.org/

It takes a moment to get used to the platform, but everything needed for scrum is in there.
by mrtux
Wed Apr 20, 2016 8:50 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 68151

Re: Railroad

Considering the new signal helper it could be nice if there was a option in the settings that lets you place signals where they would be "illegal". If you really know what you are doing you are allowed to do so. And for new players they still get denied in placing light in illegal places. Simple so...
by mrtux
Mon Apr 18, 2016 8:15 pm
Forum: News
Topic: Friday Facts #134 - Signal placement indicator
Replies: 67
Views: 20285

Re: Friday Facts #134 - Signal placement indicator

I really like the signal placement aid. :D

Hopyfully disallowing "wrong" signals does not hinder the gameplay – might be necessary to use when a crossing is changed. Still: How could we ever play without?
by mrtux
Sun Mar 06, 2016 12:15 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

Update: Almost works like a charm. Seems that there should be a blacklist for tracked items, one of the sensors recently caught (and deactivated) a logistic robot, meaning that neither the robot would work anymore, nor any trains were controlled.
by mrtux
Wed Feb 24, 2016 5:35 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

Fixed the problem by changing line 439 in the control.lua of the sensor to: elseif entity.energy ~= nil and entity.energy > 0 then I guess it was mentioned somewhere here: Rails have a power value (== 0) now and are detected as viable target, so that a sensor does not re-connect to the cargo wagon. ...
by mrtux
Tue Feb 16, 2016 9:10 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

There is no error. it is just that the sensor does not detect the train's content once the train has departed and arrived again.
by mrtux
Fri Feb 12, 2016 10:03 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

Cbrad24 wrote:Did you download from my attachment or from the first page?
The download was from your attachment.
by mrtux
Thu Feb 11, 2016 9:53 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

Fixed for 12.22, broken actuators and sensors with trains. Feel free to let me know if anything else is broken until the mod author returns. Cool, thanks! Do you have this on github or something alike? Edit: Did not work, though. The train is recognized when I first place the sensor, but not after ...
by mrtux
Sun Jan 31, 2016 10:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 60596

Re: [MOD 0.12.x] Smarter Circuitry

When pointing a sensor to a train cargo it will only work when just installed, if I go to another station and come back it dosn't detect the cargo anymore. Is there a workaround this? I have the same problem: Worked fine in 0.12.19, but does not anymore in 0.12.22. Besides that problem, this mod fi...
by mrtux
Sat Jan 23, 2016 2:22 pm
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 41477

Re: Friday Facts #122 - Better circuit network (Part 1)

I like the light colors in vanilla (used a mod until now, but that's not the same as the light colors were static); also taking the color from the circuit network. There are coloured signals, it is logical to use them. In this sense, I am always for less options in a UI window and more to be built w...

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