Search found 372 matches

by waduk
Sun Oct 06, 2019 10:59 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] Mod settings startup tab missing scrollbar if many settings pressent
Replies: 17
Views: 6117

Re: [kovarex] Mod settings startup tab missing scrollbar if many settings pressent

Just a follow-up, this hasn't been fixed, right ? Or has it ? Because i start factorio, check the setting, the startup scroll bar is showing up again,..somehow... But, the missing scroll bar is moving to Map setting instead (no scroll bar in the Map setting). So basically the bug is not solely happe...
by waduk
Thu Sep 05, 2019 1:29 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] Mod settings startup tab missing scrollbar if many settings pressent
Replies: 17
Views: 6117

Re: Mod settings startup tab missing scrollbar if many settings pressent

No, that wasn't the case at all.
There are lots of startup setting in the bottom, i still however can access it using scroll mouse, but it's alot slower than dragging scrollbar.
Here's the gif :
https://gfycat.com/embarrassedsphericalicefish
by waduk
Wed Sep 04, 2019 1:04 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] Mod settings startup tab missing scrollbar if many settings pressent
Replies: 17
Views: 6117

Re: Mod settings startup tab missing scrollbar if many settings pressent

Can confirm, i have the same issue [0.17.67].
I attached the mod-list.json in the bottom of this post.

Here's the (partial) setting screenshot :
Image
Note : I also tried to delete mod-settings.dat, but the issue still persist.
by waduk
Thu Aug 22, 2019 4:20 pm
Forum: Combinator Creations
Topic: Dry Ore Patch Train Restrictor
Replies: 29
Views: 10582

Re: Dry Ore Patch Train Restrictor

So it's not a new approach at all. I've do that in the past. It's prone to false positive, that's what everyone trying to say here. The only bulletproof way is to wire the belt all the way through every miners. And it's not applicable on bot based setup. If it's working in your setup, that's good. B...
by waduk
Thu Aug 22, 2019 12:59 pm
Forum: Combinator Creations
Topic: Dry Ore Patch Train Restrictor
Replies: 29
Views: 10582

Re: Dry Ore Patch Train Restrictor

@mrvn: Why you being rude ? It's up to anyone with whatever design they run with. "Fun" is relative, it's not always about being efficient. I can flip the argument and goes, why spread out for too many outpost ? If a few mining outpost can hold the production line? For me it's easier to de...
by waduk
Tue Aug 20, 2019 1:15 am
Forum: Combinator Creations
Topic: Dry Ore Patch Train Restrictor
Replies: 29
Views: 10582

Re: Dry Ore Patch Train Restrictor

@mrvn: Who said anything about the train waiting the train stop ? Read the very first post. 1. Enabling the station when it reach the threshold. So no, the train will not waiting in the stop to load. 2. On the very last batch, it won't reach the threshold, so it will enabled the station for the very...
by waduk
Mon Aug 19, 2019 12:15 pm
Forum: Combinator Creations
Topic: Dry Ore Patch Train Restrictor
Replies: 29
Views: 10582

Re: Dry Ore Patch Train Restrictor

@marvn: Sigh, how do i explain this. You should consider there are a lot of different play styles. For instance, each of my mining outpost serves 16 loading station at the same time, with beacon and all. Near the depletion, only few mines remaining, and since it serves 16 at the same time, they just...
by waduk
Fri Aug 02, 2019 12:24 am
Forum: Implemented Suggestions
Topic: Decider combinator with "Anything" output
Replies: 32
Views: 20945

Re: Decider combinator with "Anything" output

+1 for this. I'm a newb to combinator, trying to came up a simple way to pick any signal ; Output one random signal from multiple input, retain it's value. But i really can't get around my head how to setup combi to do that. Imagine my surprise, a simple thing like this is actually one of the most s...
by waduk
Sat Jul 27, 2019 10:58 pm
Forum: Implemented Suggestions
Topic: Let us restrict the number of trains a train stop can accept
Replies: 13
Views: 5124

Re: Let us restrict the number of trains a train stop can accept

Are these feature is still on the line ? I really wish this feature. Recently i've been playing with Concurrent Train Restriction mod, https://mods.factorio.com/mod/ConcurrentTrainRestriction And i can't help but amazed how simple yet powerful this train restriction feature are, this really should b...
by waduk
Thu Jul 11, 2019 11:13 pm
Forum: Releases
Topic: Version 0.17.56
Replies: 44
Views: 21589

Re: Version 0.17.56

All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour. I bet that means that the Rail Bridge mod doesn't work anymore. :( Any reason for removing this? I understand it was an unintended feature, but it also feels harmless after fi...
by waduk
Thu Jul 11, 2019 12:28 pm
Forum: Combinator Creations
Topic: Dry Ore Patch Train Restrictor
Replies: 29
Views: 10582

Re: Dry Ore Patch Train Restrictor

This is EXACTLY what i need.
Thank you ! 😍
by waduk
Tue Jun 04, 2019 5:04 am
Forum: Ideas and Suggestions
Topic: Alt-mode Combinator interface setting to show only selected entity.
Replies: 0
Views: 776

Alt-mode Combinator interface setting to show only selected entity.

Just like the title said, an option (checkbox) to show only Constant combi setting (or arithmatic, or decider) and hide the rest of combi would be nice. After i finished build my circuit, in my case i control with constant combi (to order/set threshold/adjust, etc) I don't need to see the rest of ot...
by waduk
Wed May 29, 2019 1:07 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 71286

Re: [MOD 0.17] Crafting Combinator

How to deal with multiple signal so the crafting combi doesn't go back and forth, more often it didn't even finished crafting at all, just looping recipe / crafting. ----- Edit : OK, i solved it, kinda.... Basically i use Signal Cycle by Hexicube, from here : https://www.reddit.com/r/factorio/commen...
by waduk
Mon May 20, 2019 6:56 am
Forum: Ideas and Suggestions
Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
Replies: 78
Views: 25044

Re: Save custom world presets

Newb Question :
Why a mod can't alter / add functionality (save preset) in map generator ?
by waduk
Sun May 19, 2019 3:34 pm
Forum: Gameplay Help
Topic: Fluid throughput problem
Replies: 6
Views: 2778

Re: Fluid throughput problem

I figure out what went wrong. This shared pipes setup is working, it's a matter of throughput flow rate drop due pipe distance. So for those who happen to read this late: I need 2040 u/s of water. It will be provided using a shared pipe from 2 offshore pump, each with 1200 u/s giving me a total 2400...
by waduk
Sun May 19, 2019 5:49 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 52969

Re: [MOD 0.16] Helicopters

edit:removed my post, it has been addressed in mod portal
by waduk
Sun May 19, 2019 5:19 am
Forum: Gameplay Help
Topic: Fluid throughput problem
Replies: 6
Views: 2778

Re: Fluid throughput problem

I know about offshore pump is outputting 1200 u/s, thus only support 10 boilers, 20 steam engine (20*30 unit/s) My 34 boilers, 68 steam engine is not a common ratio, but it's not random number that i use, it's the max what yellow belt can support if using coal. From factoriocheatsheet.com, the formu...
by waduk
Sun May 19, 2019 4:08 am
Forum: Gameplay Help
Topic: Fluid throughput problem
Replies: 6
Views: 2778

Fluid throughput problem

I can't figure out what's wrong with this, i'm playing [0.17.41] to be clear. My standard layout : 34 boilers, 68 Steam Engines, produce exactly what it should be, a 61.2 MW. http://i.imgur.com/9TM3EVAh.jpg And i want to build a bigger (or longer layout), for solid fuel. And it will use a shared inp...
by waduk
Wed May 15, 2019 3:29 am
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 61679

Re: [0.12]Ideas, suggestions & discussion

Wow, a complete rewrite ? OK, time to plug another suggestion. Regarding laying blueprint. I literally use FARL for every tileable blueprint, other player placing tileable solar BP with roboport ? Nah, doing it with FARL is much faster 😁, plus the farther the layout goes, a bot based build will be s...
by waduk
Tue May 14, 2019 1:03 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 61679

Re: [0.12]Ideas, suggestions & discussion

Not sure if Choumiko still read forum or mod portal, anyway this is my suggestion : I think we all do this; when it comes to laying intersection, T-Junction or whatever rail layout we have, we place the blueprint manually. Usually, (in most player blueprint book that i seen/play), they included the ...

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