Search found 105 matches

by Talguy
Tue Jul 28, 2015 10:26 am
Forum: Mod and installation managers
Topic: FactorioMods.com an open source web app to host mods!
Replies: 27
Views: 52236

Re: FactorioMods.com an open source web app to host mods!

Holy Crap! I had the same idea but I mainly develop in PHP. I'm surprised that less than 10% of the mods were hosted on Github. Github is awesome, and allows you to see the source online, fork the code, report bugs, discuss features, etc. And specially useful, host releases, which is nice for those ...
by Talguy
Tue Jul 28, 2015 10:22 am
Forum: Questions, reviews and ratings
Topic: Mod-Header Discussion (PLEASE READ)
Replies: 63
Views: 43507

Re: Mod-Header Discussion (PLEASE READ)

May I suggest adding a template version, the same way the HTTP protocol starts with HTTP/1.0 or HTTP/1.1 or HTTP/2.0?

Something like MODHEADER/1.0. Also see https://forums.factorio.com/forum/vie ... 519#p95519
by Talguy
Mon Jul 27, 2015 3:18 pm
Forum: General discussion
Topic: Tool like AMIDST for Factorio?
Replies: 8
Views: 10200

Re: Tool like AMIDST for Factorio?

Hi, is there a tool or a website out there that does what amidst for Minectraft does? I mean, showing a map in a fast way? Now i have to generate a sandbox map and fly around. But this lasts so long. Is there a faster way to explore a new map? I hope you understand... :? Nope, not really possible, ...
by Talguy
Mon Jul 27, 2015 12:31 pm
Forum: Show your Creations
Topic: Latest science factory (feedback requested)
Replies: 11
Views: 18861

Re: Latest science factory (feedback requested)

XyLe wrote:i see you only have 1 solar panel in there, that's probably not gonna be enough to power all those machines though. but maybe if you take the modules out...
:D

This looks awesome.
by Talguy
Tue Jul 21, 2015 3:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
Replies: 32
Views: 23752

Re: Command Control - Remote viewing and management

Im curious, but does the mod have any support for huge bases that contains over 100 radars? I don't see why it wouldn't, however, once you have so much radars maybe it's a good idea to add a case insensitive search to the GUI so you can filter (ie, I have my radars for outposts named #COPPER: 1a, s...
by Talguy
Sun Jul 19, 2015 10:15 am
Forum: Mods
Topic: [MOD 0.12.x] Loot-able Rocks
Replies: 9
Views: 24255

Re: [MOD 0.12.x] Loot-able Rocks

In my opinion, this is a helper mod :)

EDIT: Convenience?
by Talguy
Wed Jun 24, 2015 4:07 pm
Forum: Mods
Topic: [MOD 0.16.x to 0.13.x] Tree Collision Box - easy passage
Replies: 29
Views: 38977

Re: Tree Collision Box - easy passage (optionally low health)

Noe that this mod does mess with trees that are near train rails. Trains are often giving me the no path error. Be sure to shotgun / deconstruct the trees / use FARL when you are placing rails.
by Talguy
Mon Jun 22, 2015 7:01 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197280

Re: General Discussion

Isn't that orientation (left or right :)) Oh well, I suppose with only 4 inserters it's not really needed :)
by Talguy
Mon Jun 22, 2015 6:23 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197280

Re: General Discussion

I see! Thanks!
Can you maybe group the side inserters on speed instead of orientation?
by Talguy
Mon Jun 22, 2015 5:27 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197280

Re: General Discussion

Here's some of my general feedback: In general, I find that the documentation can be expanded upon a bit more, can you post some comparison tables maybe (inserters with speed horizontally, range vertically)? Ideally, each module could have it's own documentation topic or wiki page :) Core I really l...
by Talguy
Thu Jun 18, 2015 3:59 pm
Forum: Mods
Topic: [0.11.x]Science pack prerequisites 0.0.1
Replies: 5
Views: 7973

Re: [0.11.x]Science pack prerequisites 0.0.1

Yes! Going to test :)

I like that all the tech that needs science pack 3 now also needs advanced circuits and batteries.
by Talguy
Wed Jun 17, 2015 9:21 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 543008

Re: Let's see your clever builds

Expandable copper smelting (can be upgraded to electric furnaces later), optimized for beacons and (almost)blue belts. max is 54(missing 2) furnaces, but you can add extra with beacons. http://i.snag.gy/lkICe.jpg At the bottom is a 4 lane belt balancer. Also, pre-planning massive production of elect...
by Talguy
Tue Jun 16, 2015 5:47 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 271118

Re: [MOD 0.11.22 + MP] The Fat Controller. Remote train management

Was it an error about line 170 of control.lua (attempt to index field guiSettings: a nil value)? I fixed it using the following code (around line 168ish): game.onevent(defines.events.onplayercreated, function(event) if glob.guiSettings == nil then glob.guiSettings = {} end glob.guiSettings[event.pla...
by Talguy
Tue Jun 16, 2015 4:55 pm
Forum: Mods
Topic: [MOD 0.12.x] Big Wooden Power Pole
Replies: 17
Views: 37257

Re: Big Wooden Power Pole [0.11.22]

EDIT: please ignore this post, I must be blind or something. Nice idea / mod, none the less!

Would it be possible to have a version that does not have the tech research requirement(right from the start) ?
by Talguy
Mon Jun 15, 2015 10:13 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197280

Re: [MOD 0.11.x] 5dim's mod [+7,000 downloads] [14/06/2015]

Seems to me like the pipes made with copper are MK2 and the ones made from steel are MK3, but they are not named like that ingame.

Also, can you post the differences between the three versions? And if I have a classic 14/10 boiler/engine setup, how will using those different pipes affect power?
by Talguy
Mon Jun 15, 2015 5:27 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Blueprint Viewer
Replies: 17
Views: 32109

Re: Blueprint Viewer

BUMP! The viewer is offline :(
by Talguy
Sat Jun 06, 2015 8:55 am
Forum: Show your Creations
Topic: Vanilla, default resource settings... built a few RD's
Replies: 3
Views: 8558

Re: Vanilla, default resource settings... built a few RD's

But the factory created them, not you :D:D Not sure if actual post or troll.
by Talguy
Fri May 22, 2015 5:51 pm
Forum: News
Topic: Friday Facts #87 - Visitors
Replies: 40
Views: 35047

Re: Friday Facts #87 - Visitors

Another hot topic we discussed was the Factorio Mod Portal that would replace the current setup when modss are managed as forum threads GIEV. Have you decided anything about this yet? Something like http://www.wowace.com/addons/ (world of warcraft) would be awesome for factorio. Maybe you could con...
by Talguy
Fri Apr 03, 2015 10:14 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt Designs for ColonelWill
Replies: 51
Views: 39523

Re: Belt Designs for ColonelWill

LMAO Madzuri, once again you have outdone yourself. I mean, wtf.
by Talguy
Fri Apr 03, 2015 10:11 pm
Forum: News
Topic: Friday Facts #80 - Crazy start
Replies: 49
Views: 38500

Re: Friday Facts #80 - Crazy start

I am just freaking out over the whole pre signal mention. I have been following the openttdcoop team for some time. In what way will "chain signals" work differently?

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