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by steinio
Wed Apr 27, 2016 6:26 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 342497

Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.2.2

Hello,

i guess this is a bug, but it's just my humble opinion :)
Driving backward with loco, 1st wagon parked
Driving backward with loco, 1st wagon parked
Rail Tanker.PNG (409.78 KiB) Viewed 7670 times
Coupling distance with placing by hand
Coupling distance with placing by hand
Rail Tanker 2.PNG (271.58 KiB) Viewed 7670 times
Coupling distance, if loco and 2nd wagon have proper distance
Coupling distance, if loco and 2nd wagon have proper distance
Rail Tanker 3.PNG (403.78 KiB) Viewed 7670 times
Driving backward with manual control (loco and wagon, 2nd wagon parked)
Driving backward with manual control (loco and wagon, 2nd wagon parked)
Rail Tanker 4.PNG (320.41 KiB) Viewed 7670 times
Note: the described behavior is caused by the game engine, not rail tanker. I reported my post for moving to game bugs.
by steinio
Wed Apr 27, 2016 6:07 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 160384

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15

@narc:

I have some weird battle statistics.

See the kill stats:
EvoGUI 1.png
EvoGUI 1.png (96.21 KiB) Viewed 8144 times
EvoGUI 2.png
EvoGUI 2.png (156.75 KiB) Viewed 8144 times
EvoGUI 3.png
EvoGUI 3.png (224.14 KiB) Viewed 8144 times
Greetings steinio
by steinio
Wed Apr 27, 2016 2:20 pm
Forum: Mods
Topic: [MOD 0.12.X] Express Transport Belt Tunnel 0.1.0
Replies: 2
Views: 2839

Re: [MOD 0.12.X] Express Transport Belt Tunnel 0.1.0

Could you please change this to work for all belt types (and pipe).
This is one of the features why i must use 5dim.

Greetings steinio
by steinio
Wed Apr 27, 2016 1:56 pm
Forum: Mod and installation managers
Topic: Quick swap of mods and saves
Replies: 4
Views: 10913

Re: Quick swap of mods and saves

Nice.

I wish this is provided by the game itself in 0.13.
by steinio
Wed Apr 27, 2016 1:49 pm
Forum: Implemented Suggestions
Topic: Research progress visualization ☸
Replies: 17
Views: 23935

Re: Research progress visualization ☸

Could be a mod cause the value exists:
https://wiki.factorio.com/index.php?tit ... h_progress

Maybe an EvoGui Sensor with stagnation detector for x ticks.

Greetings steinio
by steinio
Tue Apr 26, 2016 9:24 pm
Forum: Off topic
Topic: What Indie/Less well known games do you play
Replies: 23
Views: 31562

Re: What Indie/Less well known games do you play

'Stasis' was really interesting.
An adventure with a bit scary atmosphere.

Also fun is 'Party Hard'.
by steinio
Tue Apr 26, 2016 9:21 pm
Forum: General discussion
Topic: Annoyances associated with Factory building
Replies: 41
Views: 12867

Re: Annoyances associated with Factory building

You could post an image in 'Show your clever builds' thread afterwards :)
by steinio
Tue Apr 26, 2016 6:41 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 121444

Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.0.9|0.1.1

Hello, how can i make a blueprint from the imported ones? I have a blueprint in my toolbelt, but its empty ocassionaly. Which button must i press to 'program' the blueprint? ---- This mod conflicts with that in name: https://forums.factorio.com/viewtopic.php?f=134&t=5576&hilit=foreman Don't ...
by steinio
Tue Apr 26, 2016 2:56 pm
Forum: Mods
Topic: [MOD 0.14.x]Military Research 5
Replies: 9
Views: 11829

Re: [MOD 0.12.x]Military Research 5

:like:
by steinio
Tue Apr 26, 2016 11:53 am
Forum: General discussion
Topic: Annoyances associated with Factory building
Replies: 41
Views: 12867

Re: Annoyances associated with Factory building

I think he means the smart inserters at the train station ;) Yeah, would have been a good idea :P But if you dont do that mistake once, you dont see the need to use smart inserters, they are just more expensive ;) Correct. It's totally easy to build a inserter production row |-> long inserter inser...
by steinio
Tue Apr 26, 2016 4:52 am
Forum: Show your Creations
Topic: Honey someone shrunk the train engine!
Replies: 3
Views: 2393

Re: Honey someone shrunk the train engine!

Haha you made my day.

Just walk over to the Loco and press f or your set key for pick.up items.
You lost the loco out of your hand after deconstruction.

WATCH OUT FOR TRAINS FIRST :)

Greetings steinio,
by steinio
Tue Apr 26, 2016 4:44 am
Forum: Modding help
Topic: Comparing a Number to a String
Replies: 2
Views: 1989

Re: Comparing a Number to a String

I suppose a string times 10 is 0 what is smaller #global.avatars everytime.

Acoording to http://stackoverflow.com/questions/1096 ... ing-to-int there is a function tonumber which you can use.

Greetings steinio
by steinio
Mon Apr 25, 2016 9:18 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 317298

Re: MOD [0.12+] Bio-Farm 1.1.1 - Tree Farming Mod

Hey what should i do with that wood pulp?
I don't need charcoal or something.
Currently i send it to InstantVoidChest.

Could you make a receipe for wood pulp -> wood pellets -> wood board maybe?
This would make some sense.

Greetings steinio
by steinio
Mon Apr 25, 2016 9:15 pm
Forum: General discussion
Topic: Annoyances associated with Factory building
Replies: 41
Views: 12867

Re: Annoyances associated with Factory building

There are smart inserters for this...

Greetings steinio
by steinio
Mon Apr 25, 2016 4:39 pm
Forum: Resolved Problems and Bugs
Topic: Forum notification marked as potential phishing/scam
Replies: 6
Views: 2626

Re: Forum notification marked as potential phishing/scam

As i read this thread... is it possible to deactivate email notification and keep subscription?

Greetings steinio
by steinio
Sun Apr 24, 2016 3:18 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 183090

Re: [0.12.x] RSO Discussion thread

Hello, is there a known issue with Uranium Power? I explored a bigger part of the map around my base and i found 2 Flourite patches, tons of vanilla ores but not one Uranite patch. Am i not patient enough or is there just nothing around? Greetings steinio Hello me again. I explored the map a bit fu...
by steinio
Sat Apr 23, 2016 8:40 pm
Forum: Modding help
Topic: on_load: index global 'game' (a nil value)
Replies: 7
Views: 2858

Re: on_load: index global 'game' (a nil value)

Why do you say this?
I did nothing to you :)

Ok i try something with migration script.
But with that i need to change the version number with every change in the html file.
by steinio
Sat Apr 23, 2016 6:29 pm
Forum: Modding help
Topic: on_load: index global 'game' (a nil value)
Replies: 7
Views: 2858

Re: on_load: index global 'game' (a nil value)

I found a way, in that i store a global variable with false and set it to true after the first tick of the game, where the file is created.

I create a html file for viewing game data.
See viewtopic.php?f=97&t=23962

Greetings steinio
by steinio
Sat Apr 23, 2016 11:20 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 131737

Re: [0.12] Bugs, crashes & other issues

Is this a bug or a feature? If I drive in rail laying mode and encounter a spawner it is destroyed without notice of the natives. Greetings steinio Did a video to show it to you but can't reproduce. The destroying of the spawner is working in normal game space, not FARL i guess, because FARL stoppe...
by steinio
Sat Apr 23, 2016 11:14 am
Forum: Modding help
Topic: on_load: index global 'game' (a nil value)
Replies: 7
Views: 2858

Re: on_load: index global 'game' (a nil value)

Well so i must thing about an other strategy. My intention is, to create a file during load and forget. Is global avaiable in 'on_load'? No, all code is under 12.30. Could be that i moved some code from on_tick to on-load. A bit off-topic, but is the constant '__Dashboard__' available for processing...

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