Search found 23 matches

by El-Lobo
Wed Apr 29, 2015 7:06 am
Forum: Gameplay Help
Topic: Ability To Play A Custom Map Without A Player
Replies: 6
Views: 14817

Re: Ability To Play A Custom Map Without A Player

- create map "insertnamehere" - copy the files and folders from "C:\Program Files\Factorio\data\base\scenarios\sandbox" (or your installation path) to C:\Users\"yourname"\AppData\Roaming\Factorio\scenarios\"insertnamehere" - map can now be found under custom s...
by El-Lobo
Thu Jan 15, 2015 10:17 pm
Forum: Show your Creations
Topic: Super spliters 3000
Replies: 13
Views: 12028

Re: Super spliters 3000

Last one is kind of amazing :shock:

Small hint for a 33% splitter: make a 25% splitter (two splitter behind a single one) and build a belt from one end back into the first one.

But hey, you managed it in your own way.
by El-Lobo
Tue Jan 13, 2015 10:31 pm
Forum: Releases
Topic: Version 0.11.11
Replies: 36
Views: 45353

Re: Version 0.11.11

Ahhh, a new train logic to break! :)

For the inserter changes ( the vector something not save from boundry something error):
change the insert_position in the mod files: 0.65->0.8 1.35->1.2 1.65->1.8 2.35->2.2
in "modname"\prototypes\entities\"something".lua
by El-Lobo
Tue Jan 13, 2015 9:54 am
Forum: Mods
Topic: [0.11.18+] Hardcorio:SC2 FINALE, 20 chance to win, 1-7 June
Replies: 170
Views: 116526

Re: [0.11.x] Hardcorio:SC v.1.0.0

Stx3 wrote: new energy generator (fusion reactor 20mW)
Hmm, a 20 milliwatt generator, seems quite useless, doesn't it? :P Sorry, had to...
by El-Lobo
Mon Jan 12, 2015 9:11 pm
Forum: Mods
Topic: [0.11.x] Russian Logistics 0.2.5 [belts++,dynamic inserters]
Replies: 79
Views: 45900

Re: Russian Logistics Mod

Had the same problem with dytech inserters. Following changes resolved the issues:
change the values of insert_position: 0.65->0.8 1.35->1.2 1.65->1.8 2.35->2.2
I don't know whether you use the same values, but i hope, that helps.
by El-Lobo
Sun Jan 11, 2015 8:07 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 340055

Re: [0.11.x][v0.1.5] Bob's Logistics mod

Did you do the testing with the modification of the distance_to_enter value or without?
by El-Lobo
Sun Jan 11, 2015 7:29 pm
Forum: Ideas and Suggestions
Topic: Pipe pressure
Replies: 4
Views: 3067

Re: Pipe pressure

Hmm, there are pumps. ;)
by El-Lobo
Sun Jan 11, 2015 4:37 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 340055

Re: [0.11.x][v0.1.5] Bob's Logistics mod

Got the same underground belt problem. Changed the value of distance_to_enter to 0.5 and it works now. Well, let's see whether it has broken something else.
by El-Lobo
Sun Jan 11, 2015 10:58 am
Forum: Balancing
Topic: Gun turret size & rotation
Replies: 11
Views: 19737

Re: Gun turret size & rotation

Yes, you are right. The only thing that springs to my mind is that that would need more sprites for the buildings, i think.
by El-Lobo
Sun Jan 11, 2015 10:50 am
Forum: Balancing
Topic: Gun turret size & rotation
Replies: 11
Views: 19737

Re: Gun turret size & rotation

Yes, that's a bit annoying. Of course you can make a horizontal and a vertical blueprint for the defenses, but still, annoying... Square footprint should be mandatory for all the buildings. *looking at modmakers* *deathstare at dytechs gem manufacturing chain* ;)
by El-Lobo
Sun Jan 11, 2015 9:22 am
Forum: Ideas and Suggestions
Topic: Copy-paste modules (in addition to settings)
Replies: 22
Views: 23176

Re: Copy-paste modules (in addition to settings)

For Blueprints: Of course it doesn't make sense all the time. But most of the times it makes sense! ;) And for the former case: just make blueprints without any modules or different blueprints for every module setup. For Copy/Paste: What if shift LMB/RMB copy/pastes settings and eg. strg LMB/RMB cop...
by El-Lobo
Sat Jan 10, 2015 8:53 am
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 43532

Re: Friday Facts #68 The trains

Since I'm responsible for that savegame, here are some screenshots i took a while ago:
http://imgur.com/a/bImSv#0
The trip around the lake takes about 6 minutes (no wagons).
by El-Lobo
Fri Jan 09, 2015 9:07 pm
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 43532

Re: Friday Facts #68 The trains

If it's the only station with the Name "insertnamehere", it will wait in front of the station. If there are other stations with the name "insertnamehere" around, it will calculate trough the wheighting system, whether it's better to go to the next free station or to wait. edit: y...
by El-Lobo
Fri Jan 09, 2015 7:11 pm
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 43532

Re: Friday Facts #68 The trains

Basically you can link the entrance and all the exit signals of a block. More: http://www.tt-wiki.net/wiki/Pre-signals_tutorial
by El-Lobo
Fri Jan 09, 2015 6:43 pm
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 43532

Re: Friday Facts #68 The trains

Just read about pre-signals. Never played any openTDD or sth. like that before. Only one thing to say: I WANT THEM NOW! :D
by El-Lobo
Fri Jan 09, 2015 5:57 pm
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 43532

Re: Friday Facts #68 The trains

Hmmmm, there is something strangely familiar about that place. :) Well, i think, i won't take down the savegame for a time. Or will I? :twisted:
by El-Lobo
Fri Jan 09, 2015 9:53 am
Forum: Resolved Problems and Bugs
Topic: [0.11.8][kovarex] Train stops with "no path" error
Replies: 14
Views: 14311

Re: [0.11.8][kovarex] Train stops with "no path" error

I'm sooo looking forward for the next update. In my new game everything is handled by trains. Every production facility is separated and no belts are allowed between them. Even those annoying copper cables have to be transported by train. If there is a bug in the new train logic, I'll find it! :twis...
by El-Lobo
Tue Jan 06, 2015 6:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.8][kovarex] Train stops with "no path" error
Replies: 14
Views: 14311

Re: [0.11.8][kovarex] Train stops with "no path" error

Great. Thanks and happy to help!
by El-Lobo
Tue Jan 06, 2015 12:13 pm
Forum: Releases
Topic: Version 0.11.9
Replies: 40
Views: 49568

Re: Version 0.11.9

I also have the inserter (chest to belt unload) and research icons bug.
by El-Lobo
Mon Jan 05, 2015 5:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.8][kovarex] Train stops with "no path" error
Replies: 14
Views: 14311

Re: [0.11.8] Train stops with "no path" error

And another weird one. The upper two lanes to the left of the image are completely congested by at least 10 trains. Circled signal lights make no sense. The next stop of the bugged out train would be straight to the east. So it is on the right track...
Image

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