Search found 532 matches
- Tue May 20, 2014 9:52 am
- Forum: Implemented Suggestions
- Topic: Electric Furnaces
- Replies: 5
- Views: 2232
Re: Electric Furnaces
I'll just take this opportunity to shamelessly plug my electric furnaces mod.
- Mon May 19, 2014 8:58 am
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40385
Re: [0.9.x] Belt Lane Splitters
I've updated the mod to add initialisation code to make sure the research and recipes are registered. Re-download the mod and try it again.
- Sun May 18, 2014 12:05 pm
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40385
Re: [0.9.x] Belt Lane Splitters
I've read that thread
I was trying to explain why even if I could, adding that collision box wouldn't remove the quantum tunnelling.
I was trying to explain why even if I could, adding that collision box wouldn't remove the quantum tunnelling.
- Sat May 17, 2014 9:42 pm
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40385
Re: [0.9.x] Belt Lane Splitters
Entities can only have one collision box. If you try to set a second it simply replaces the first. Splitters are hard-coded to render two belts side-by-side, underground belts are hard-coded to render the belt on only half the tile (and have other fruity issues with regard to entrance and exit textu...
- Sat May 17, 2014 5:58 pm
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40385
Re: [0.9.x] Belt Lane Splitters
It's all in the collision boxes. Press F4-F7 in-game and compare these to regular splitters. The deeper collision boxes block the central output zones, and on the divider it stops them from reaching the central inputs too. http://i.imgur.com/Zm2CvYg.jpg http://i.imgur.com/VNqyG4m.jpg (spots added to...
- Sat May 17, 2014 2:47 pm
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40385
[0.9.x] Belt Lane Splitters (1.2)
It's taken a while but I've made it work: http://i.imgur.com/bQ4oiRv.jpg http://i.imgur.com/hnuWD4c.jpg Features Belt dividers - simple, cheap, only allows the two outermost lanes of the two inputs to pass Belt separators - sends the left lane of both input belts to the left outside output, and the ...
- Sat May 17, 2014 3:29 am
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 20890
Re: Half Belt Splitter
Seconding everything Hyena Grin just said. I think it would be more useful and flexible to separate the functionality into another item, though. A 1x1 entity that's a conveyor belt with one side blocked off so items can only flow along the other side. That doesn't reduce the need for splitters, and ...
- Fri May 16, 2014 11:57 am
- Forum: Already exists
- Topic: Removing Recipes
- Replies: 3
- Views: 3568
Re: Removing Recipes
I suggest you have a look at DyTech. Specifically, DyTech\prototypes\base-edits\recipe.luawuppy29 wrote:Please make it possible to remove vanilla recipes so they can be replaced with custom ones.
- Fri May 16, 2014 11:08 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 994520
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Indeed, which is why that Minecraft game failed to attract enough customers and was abandoned.SilverWarior wrote:Only if characters would be in high resolution. Most pepole nowadays don't have enough imagination to live iwth low resolution images and then imagine them as being real objects.
- Thu May 15, 2014 5:45 pm
- Forum: Mods
- Topic: [0.9.8] Side Inserters (1.1)
- Replies: 25
- Views: 29706
[0.9.8] Side Inserters (1.1)
Adapted from the 90 degree inserters in sparr's mod. https://forums.factorio.com/forum/viewtopic.php?f=14&t=2719 http://i.imgur.com/2QBwBBy.jpg http://i.imgur.com/89SwAwX.jpg http://i.imgur.com/tPYdSRo.jpg Features Left- and right-handed versions of each type of inserter in the base game Sided v...
- Wed May 14, 2014 8:08 am
- Forum: Implemented Suggestions
- Topic: Lights turn on and off one by one by dawn/dusk
- Replies: 5
- Views: 5979
Re: Lights turn on and off one by one by dawn/dusk
Will we get that one light that has a broken sensor and stays on all day?
- Tue May 13, 2014 6:11 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 130937
Re: Attacking biters with turrets makes all weapons pointles
Give turrets an "initialisation" timer that prevents them from firing for 10 seconds after they've been built.
- Tue May 13, 2014 6:07 pm
- Forum: Ideas and Suggestions
- Topic: Disassembly Machine/disposing items/Incinerator/Recyling
- Replies: 33
- Views: 15020
Re: Disassembly Machine
Can a recipe produce more than one type of item? If not, you could still add a recipe for each item that converts it to the major ingredient, e.g. a basic inserter just gives you 4 iron back. Assign these recipes to a "recycling" category and only enable that category for your recycling st...
- Tue May 13, 2014 5:53 pm
- Forum: Implemented Suggestions
- Topic: Change names for labs, train stops etc - Station names
- Replies: 23
- Views: 13334
Re: Change names for labs, train stops etc.
Why not have stations, labs choose a random name on construction as they already do, but also provide an option for the player to choose a different name from the list (by a combo box or drop-down)? Donors get to keep their names on things, and players get to rename things.
- Tue May 13, 2014 5:46 pm
- Forum: Won't implement
- Topic: Programmable splitter
- Replies: 6
- Views: 5290
Re: Programmable splitter
My suggestion would be giving splitter-type entities a list of input and output zones (like pickup and insert positions on inserters). Each input zone has a list of which outputs it can dump items in, and each output zone has a setting telling it how to resolve congestion (give one input priority, t...
- Tue May 13, 2014 12:47 pm
- Forum: Implemented Suggestions
- Topic: Using stone for land reclamation
- Replies: 11
- Views: 14687
Re: Using stone for land reclamation
That depends on what mods you use, and how heavily you fortify. I think you should be able to use stone or wood to reclaim land, as well as iron or steel to build bridges. That would allow plenty of different options even with stone-hungry mods installed. I used to play Simcity on the Super Nintend...
- Tue May 13, 2014 8:34 am
- Forum: Implemented Suggestions
- Topic: Using stone for land reclamation
- Replies: 11
- Views: 14687
Re: Using stone for land reclamation
I was thinking it should be somewhat expensive, maybe 32 stone per tile, i.e. an entire stack just to make enough land for a single stone furnace. As it is there's not that much use for stone now, compared to how much is available.
- Mon May 12, 2014 4:59 pm
- Forum: Implemented Suggestions
- Topic: Using stone for land reclamation
- Replies: 11
- Views: 14687
Using stone for land reclamation
I had a quick search and people have suggested bridges over water, and bulldozers that clear dirt tiles and fill in water tiles, but how about simply using X amount of stone to convert a tile of water to a tile of land? Place it like a structure except instead of creating a building entity it change...
- Mon May 12, 2014 7:25 am
- Forum: Won't implement
- Topic: usage_priority
- Replies: 5
- Views: 5220
Re: usage_priority
I would suggest deprecating usage_priority and replacing it with separate input_priority and output_priority, and then having primary/secondary/tertiary or just numeric values for those.
- Sun May 11, 2014 8:18 am
- Forum: Mods
- Topic: [0.9.8] Electric Furnaces
- Replies: 15
- Views: 15030
Re: [0.9.8] Electric Furnaces
Unfortunately increasing a furnace's input slots results in a crash on opening the GUI.
I have added an advanced furnace and renamed the mod.
I have added an advanced furnace and renamed the mod.