Search found 105 matches
- 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 ...
- 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
Something like MODHEADER/1.0. Also see https://forums.factorio.com/forum/vie ... 519#p95519
- 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, ...
- 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...
This looks awesome.
- 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...
- 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?
EDIT: Convenience?
- 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.
- 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
- 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?
Can you maybe group the side inserters on speed instead of orientation?
- 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...
- 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.
I like that all the tech that needs science pack 3 now also needs advanced circuits and batteries.
- 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...
- 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...
- 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) ?
Would it be possible to have a version that does not have the tech research requirement(right from the start) ?
- 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?
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?
- 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
- 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 Not sure if actual post or troll.
- 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...
- 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.
- 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?