Search found 15 matches
- Mon Feb 10, 2020 2:47 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 66925
Re: [0.17/0.18] LTN Combinator
Gah, I should have noticed that there was a setting for that! Thanks!
- Mon Feb 10, 2020 12:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.18.4] Circuit signals no longer have appropriate background color when mousing over power poles
- Replies: 5
- Views: 3970
Re: [Rseding] [0.18.4] Circuit signals no longer have appropriate background color when mousing over power poles
Could the next release be pretty soon, please? This bug drove me absolutely nuts over the weekend.
- Mon Feb 10, 2020 12:47 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 66925
Re: [0.17/0.18] LTN Combinator
This is a very minor request: Is it possible to make LTN Combinator not a upgrade from the vanilla combinator? Currently a unmodified Upgrade Planner wants to upgrade every combinator to LTN Combinators. While not breaking anything it's a bit silly. Is it possible to do that without losing ...
- Wed Jan 22, 2020 9:57 am
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 84202
Re: Version 0.18.0
The color fixes are amazing and so far the biggest positive for me. Granted, I haven't tried it much yet because my current game is very mod-heavy. It does make the remaining lo-res assets (assembler!) stand out more. Together with the (too?) subtle animations the world feels much more alive.
Small ...
Small ...
- Tue Jan 21, 2020 2:01 pm
- Forum: Gameplay Help
- Topic: Water supply for nuclear reactors
- Replies: 58
- Views: 30138
Re: Water supply for nuclear reactors
You don’t need a mod for that.
If you use Landfill and fill in a lake (making sure not to fill in where you want your Offshore Pumps to go) and then build the reactor setup entirely on that Landfill .. you can include the Landfill in your BP. It WILL NOT put Landfill where dry land is, but by ...
- Tue Apr 02, 2019 9:40 am
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 25
- Views: 11224
Re: Temporary Stations = Manual train mode
I would like to bump this since I just AGAIN was left alone because I forgot to remove the temp station when using the functionality with my personal train that's normally always in manual mode.
It's a great, great feature, one of many in 0.17 but I think it would be even better if the train ...
It's a great, great feature, one of many in 0.17 but I think it would be even better if the train ...
- Sun Mar 31, 2019 9:43 pm
- Forum: Not a bug
- Topic: [0.17.23] Blueprints with buildings on landfill can't be placed on water
- Replies: 3
- Views: 3906
Re: [0.17.23] Blueprints with buildings on landfill can't be placed on water
You always have to place the landfill first before you can build something, so I'd guess it's per design shift-click places landfill and then you can place the blueprint on that spot after your bots have placed the landfill (or you've manually filled in the ghost).
I've made a mod for placing ...
I've made a mod for placing ...
- Sun Mar 31, 2019 9:26 pm
- Forum: Mods
- Topic: [MOD 0.17] Landfill Everything!
- Replies: 7
- Views: 5852
Re: [MOD 0.17] Landfill Everything!
Made a new version with some fixes and new features:
Version: 0.17.3
Changes:
- Attempts to add landfill tiles where the original blueprint had path tiles (brick, concrete...).
- Also now preserves existing landfill.
- Use Shift-click on the button for the old behaviour, only adding landfill ...
Version: 0.17.3
Changes:
- Attempts to add landfill tiles where the original blueprint had path tiles (brick, concrete...).
- Also now preserves existing landfill.
- Use Shift-click on the button for the old behaviour, only adding landfill ...
- Mon Mar 18, 2019 6:48 am
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 25
- Views: 11224
Re: Temporary Stations = Manual train mode
I couldn't find a single person who wouldn't prefer that the temporary train station would put train in manual mode once reached!
That really depends on what train you use to take you to the temporary stop, and where that stop is located.
Maybe the best solution is a compromise. If the train ...
- Wed Mar 13, 2019 6:22 am
- Forum: Mods
- Topic: [MOD 0.17] Landfill Everything!
- Replies: 7
- Views: 5852
Re: [MOD 0.17] Landfill Everything!
Thanks! Glad you liked it, and I will absolutely see if I can incorporate your additions for the next release. The crash you had I don't think was because of Dectorio, but if you have it you probably do want Dectorios own landfill tile. Had a look at screenshots of the mod and it sure looks nice.
I ...
I ...
- Mon Mar 11, 2019 9:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.10] Crash - related to blueprint
- Replies: 13
- Views: 7863
Re: [0.17.10] Crash - related to blueprint
You can do it two ways:
1) If you put anything on landfilled water, landfilled after 0.17.10 was released, you will get the "tiles" checkbox when you create a *new* blueprint. So if you have a blueprint you want landfill in, you must first place landfill, stamp your blueprint on that and then make ...
1) If you put anything on landfilled water, landfilled after 0.17.10 was released, you will get the "tiles" checkbox when you create a *new* blueprint. So if you have a blueprint you want landfill in, you must first place landfill, stamp your blueprint on that and then make ...
- Mon Mar 11, 2019 1:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Landfill included in blueprit where landfill was not used
- Replies: 9
- Views: 6190
Re: [kovarex] Landfill included in blueprit where landfill was not used
That means I can just change my mod to put the new tile in instead of "grass-1" and it will still work the same?
Edit: As I assume it's intended from your side that there's no way in-game to put landfill in a existing blueprint?
Edit: As I assume it's intended from your side that there's no way in-game to put landfill in a existing blueprint?
- Mon Mar 11, 2019 8:36 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Landfill included in blueprit where landfill was not used
- Replies: 9
- Views: 6190
Re: Landfill included in blueprit where landfill was not used
I don't think that's a bug, landfill does not seem to have a special tile. As I understand it, what we think of as a landfill tile is actually "grass-1", a very green and nice type of grassland terrain that occurs naturally and you seem to have that in your screenshot.
If you check "tiles" in your ...
If you check "tiles" in your ...
- Sat Mar 09, 2019 6:24 pm
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 51843
Re: BPs with landfill / building on water: two ideas for greatly improving the user experience
I actually made a mod today to solve this: https://mods.factorio.com/mod/LandfillEverything - it puts a landfill tile under every entity in a blueprint, making it possible to stamp it on water.
As TheBloke has said, to get landfill tiles in your existing blueprint you need to
1) stamp it on grass-1 ...
As TheBloke has said, to get landfill tiles in your existing blueprint you need to
1) stamp it on grass-1 ...
- Sat Mar 09, 2019 5:26 pm
- Forum: Mods
- Topic: [MOD 0.17] Landfill Everything!
- Replies: 7
- Views: 5852
[MOD 0.17] Landfill Everything!
I needed it for myself, so I went and wrote a mod for generating landfill tiles - grass-1 - exactly where there are entities in a blueprint. This means you can take an existing blueprint, click the new landfill button with it in your hand, and it will be placeable on water. You need to force it with ...