Search found 36 matches

by billbo99
Thu Oct 03, 2019 8:57 am
Forum: Multiplayer / Dedicated Server
Topic: convert map exchange string to map generator settings
Replies: 2
Views: 225

Re: convert map exchange string to map generator settings

I am not near my home PC, but I believe these commands would generate the data /c game.write_file("map-settings.json", serpent.block(game.map_settings)) /c game.write_file("map-gen-settings.json", serpent.block(player.surface.map_gen_settings)) This will output to the "script-output" folder.
by billbo99
Tue Sep 24, 2019 7:33 am
Forum: Gameplay Help
Topic: How to use Rich text properly
Replies: 11
Views: 342

Re: How to use Rich text properly

How about an "emoji" button on the text tool bar that opens up a GUI which displays all the current icons. Pick an icon and it gets dropped into the text.
by billbo99
Fri Sep 06, 2019 8:36 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse (16GB ram minimum required)
Replies: 66
Views: 16843

Re: Nauvis Post Collapse (16GB ram minimum required)

Some other code snippets .. Remove all cars with nothing in their inventory /c local surface = game.player.surface local count = 0 for _, entity in pairs(surface.find_entities_filtered({name="car"})) do inv = entity.get_inventory(defines.inventory.car_trunk) if inv.is_empty() then entity.destroy() c...
by billbo99
Fri Sep 06, 2019 8:06 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse (16GB ram minimum required)
Replies: 66
Views: 16843

Re: Nauvis Post Collapse (16GB ram minimum required)

- remove 'indestructible' tag from all spawners (in editor and/or by LUA command for a game already in progress). Not sexy code .. but this should allow all non-destructible entities to now be destructible :) /c local surface = game.player.surface local count = 0 for _, entity in pairs(surface.find...
by billbo99
Thu Sep 05, 2019 6:54 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 676
Views: 62999

Re: [MOD 0.17+] Industrial Revolution (WIP)

Front page has been update to say its coming out on 6th Sept ... just hope that is 2019
by billbo99
Wed Sep 04, 2019 12:20 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1337

Re: pumps seem useless for long distance pipes?

Guess there are a few options to get around pipe pressure issue. - Rather than use 1000 pipes use 500 pumps, you only use 1x pipe to turn a corner so you should be able to maintain a 6000 u/sec flow. - As previously suggested use a small train track to shuttle back and forwards oil in a tanker. - Ha...
by billbo99
Tue Sep 03, 2019 11:03 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 676
Views: 62999

Re: [MOD 0.17+] Industrial Revolution (WIP)

Thanks for the clarification .. I havent tried 'Krastorio' yet, and I was not sure based on 'frugal10191' comment if I needed play your new mod with 'Krastorio' or not.
by billbo99
Tue Sep 03, 2019 7:19 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 676
Views: 62999

Re: [MOD 0.17+] Industrial Revolution (WIP)

frugal10191 wrote:
Mon Sep 02, 2019 9:04 pm
Excellent. From the Looks of things, Krastorio / Industrial Revolution could become the new Bobs / Angels, but for people who like to keep their sanity ;)
I know Angles adds complexity to Bobs ... does Industrial Revolution add to Krastorio or does Krastorio add to Industrial Revolution ?
by billbo99
Mon Sep 02, 2019 11:51 am
Forum: Not a bug
Topic: [0.17.66] Construction Robot Cargo Size - Only carry one item when building
Replies: 4
Views: 157

Re: [0.17.66] Construction Robot Cargo Size - Only carry one item when building

I guess "Rseding" never followed though with his comment in "Cliff explosives with construction bots" https://factorio.com/blog/post/fff-267 After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically grab 3 inserters an...
by billbo99
Sat Aug 31, 2019 1:28 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 676
Views: 62999

Re: [MOD 0.17+] Industrial Revolution (WIP)

2020
by billbo99
Tue Aug 27, 2019 2:22 pm
Forum: Technical Help
Topic: [0.17.66] Can't host multiplayer server, neither join one
Replies: 18
Views: 536

Re: [0.17.66] Can't host multiplayer server, neither join one

Can both you and your friend join any of the public servers .. RedMew & Comfy run various scenario's 24x7 ? There was a change .. in 0.17.59 .. for user verification, not sure if that is related. https://wiki.factorio.com/Version_history/0.17.0#0.17.59 User verification must be enabled for public mu...
by billbo99
Tue Aug 27, 2019 10:02 am
Forum: Technical Help
Topic: [0.17.66] Can't host multiplayer server, neither join one
Replies: 18
Views: 536

Re: [0.17.66] Can't host multiplayer server, neither join one

Sorry my work proxies block "pastebin" ... I wonder if they have something in their local hosts file re-directing "auth.factorio.com" at another location. @Pennervomland ... From a command line prompt what do you get when you do a nslookup auth.factorio.com From the UK I see these targets 34.231.75....
by billbo99
Tue Aug 27, 2019 9:39 am
Forum: Technical Help
Topic: [0.17.66] Can't host multiplayer server, neither join one
Replies: 18
Views: 536

Re: [0.17.66] Can't host multiplayer server, neither join one

Rather than fully disable your firewall this site helps you open up the required hole in your firewall (router) to allow people to connect to your server.

https://portforward.com/


Factorio usually runs on UDP / 34197


Also see .. https://wiki.factorio.com/Multiplayer
by billbo99
Thu Jul 25, 2019 11:40 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 633
Views: 50004

Re: Is a inventory to inventory compact loader possible?

As the subject says, is it possible to make a inv<->inv (1x1) loader? What are you trying to do with a "inv<->inv (1x1) loader" ? Pass from one assembly machine to another at belt speed ? This mod .. https://mods.factorio.com/mod/belt_buffer_up .. creates a chest 1by2 in size that has 2x loader hid...
by billbo99
Sun May 19, 2019 9:10 am
Forum: Mods
Topic: [MOD 0.16.x] Factorio Extended Plus
Replies: 29
Views: 11624

Re: [MOD 0.16.x] Factorio Extended Plus

Any plans to add Tiers for Heat Exchangers and Steam Turbines ?
by billbo99
Sat May 04, 2019 12:02 pm
Forum: Mods
Topic: [MOD 0.16.x] Factorio Extended Plus
Replies: 29
Views: 11624

Re: [MOD 0.16.x] Factorio Extended Plus

FactorioExtended-Plus-Equipment .. needs fixing

Code: Select all

Failed to load mods: Error in assignID, technology with name 'power-armor-2' does not exist.

Source: power-armor-3 (technology).

Mods to be disabled:
• FactorioExtended-Plus-Equipment

I believe 0.17.35 changed it to power-armor-mk2
by billbo99
Mon Apr 08, 2019 9:08 pm
Forum: Angels Mods
Topic: Why is "Angel's Industries" dependent on "Angel's Bio Processing"
Replies: 1
Views: 625

Why is "Angel's Industries" dependent on "Angel's Bio Processing"

Why is "Angel's Industries" dependent on "Angel's Bio Processing" ?

I want to get access to the 'Angels Logistics items' but not interested in all the Bio stuff.
by billbo99
Fri Mar 15, 2019 11:51 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] Landfill included in blueprit where landfill was not used
Replies: 9
Views: 1817

Re: [kovarex] Landfill included in blueprit where landfill was not used

BTW the logic appears to be there, when you lay down some blue prints over cliffs if you have some cliff explosives the robots will clear the way before putting down the given entity that needed to go there.
by billbo99
Fri Mar 15, 2019 11:35 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] Landfill included in blueprit where landfill was not used
Replies: 9
Views: 1817

Re: [kovarex] Landfill included in blueprit where landfill was not used

Thanks .. I will hold out hope that the statement "not written yet" to mean that its being considered for some release in the near/far future.
by billbo99
Fri Mar 15, 2019 10:44 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] Landfill included in blueprit where landfill was not used
Replies: 9
Views: 1817

Re: [kovarex] Landfill included in blueprit where landfill was not used

Is there a reason why we can not place a blueprint with "landfill" tiles under entities and have the robot's place both down one after the other in a single stamp of a blueprint ? Currently I have to stamp the a blueprint down twice, the first time to get the bot's to fill in "water" tiles with "lan...

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