Search found 2120 matches

by Qon
Sat Apr 13, 2019 9:10 am
Forum: Not a bug
Topic: [0.17.28] Update to 0.17.30 and 0.17.31 failed
Replies: 3
Views: 636

Re: [0.17.28] Update to 0.17.30 failed

Failed again trying to update to 0.17.31 from 0.17.28.
The game is restarting while updating I think so I'm uploading both current and previous for this failure.
by Qon
Fri Apr 12, 2019 8:15 pm
Forum: Combinator Creations
Topic: Easily tileable 7-segment display [0.17]
Replies: 7
Views: 10635

Re: Easily tileable 7-segment display [0.17]

Works really well once I used green wire for input and added substations to the blueprint. It's also more readable and compact than another 7-seg display (non-tileable) that I tried.

9.8/10. Would be perfect if leading 0's were shown as all lamps off q:
by Qon
Fri Apr 12, 2019 6:50 pm
Forum: Questions, reviews and ratings
Topic: Research using only energy
Replies: 1
Views: 1029

Re: Research using only energy

https://mods.factorio.com/mod/zEasierTechnologies
It's deprecated so it's not getting any updates. But it's for 0.17 so and probably works anyways.
by Qon
Fri Apr 12, 2019 6:27 pm
Forum: Mod portal Discussion
Topic: Integrating Mod packs into the Mod portal
Replies: 16
Views: 9185

Re: Integrating Mod packs into the Mod portal

I fear the mod portal will be flooded with individual mod packs so each user can quick install his own favorites. At least i would do it. So? If the mod packs are uploaded under the new tag "mod pack" and not shown unless you filter your search to mod packs then it wouldn't interfere with...
by Qon
Fri Apr 12, 2019 6:11 pm
Forum: Not a bug
Topic: [0.17.28] Update to 0.17.30 and 0.17.31 failed
Replies: 3
Views: 636

[0.17.28] Update to 0.17.30 and 0.17.31 failed

For some reason 0.17.29 is the latest release on the forums and the in game updater wants to update me to 0.17.30. But ousu(190412-200127-41).jpg it failed. This is a pretty common bug that often happens when I go from [0.X.Y] to [0.X.Y+2] and the updater ALWAYS fail when I go from [0.X.Y] to [0.X+1...
by Qon
Fri Apr 12, 2019 9:25 am
Forum: Won't fix.
Topic: [Oxyd] [0.17.28] Factorio forgets what shortcut slots I have enabled/disabled
Replies: 7
Views: 2651

[Oxyd] [0.17.28] Factorio forgets what shortcut slots I have enabled/disabled

Anything below "import blueprint string" was disabled. I changed my mod setting for "AlmostInvisibleElectricWires" for "Copper Wire Color" to "Default" compared to the 30% the file was saved with. But changing it back to 30% and reloading the save doesn't help...
by Qon
Fri Apr 12, 2019 9:10 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
Replies: 12
Views: 4249

Re: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities

Binary search on my mods revealed that "AlmostInvisibleElectricWires" with "Copper Wire Color" set to non-default (tested 30% and invisble) is causing the bug.
by Qon
Fri Apr 12, 2019 8:58 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
Replies: 12
Views: 4249

Re: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities

Wow that's a long mod list. It's basically all helper mods. My late game base is completely vanilla still. Everything runs exactly the same without the mods. I'm trying to build really big so to be able to compare my SPM with others having any non-vanilla entities to run the base would be cheating ...
by Qon
Thu Apr 11, 2019 10:16 pm
Forum: Ideas and Requests For Mods
Topic: Slow start, manual research
Replies: 7
Views: 2030

Re: Slow start, manual research

I made a thread What settings do you use and how do you play with the mod? on the board for the mod LL. I'm curious to hear from anyone that has tried it or plans to try it, how and why you would use the mod. :)
by Qon
Thu Apr 11, 2019 4:19 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
Replies: 12
Views: 4249

Re: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities

Made a blueprint for you <3 0eNrNXdtuY7ly/ZUDPyVI62DzTs7rAfKSPAXJ08GgIduabiG25chSzwwG/QH5kPxYviSS3ba3rCpxrWKCnJfpcff22txcLFYVa5H84+r6br963K4fdlc//XG1vtk8PF399Nc/rp7WXx6Wd8e/2/3+uLr66Wq9W91ffbp6WN4ff9ou13dX3z9drR9uV79d/eS+//zpavWwW+/Wq5fff/7h988P+/vr1fbwwNtvXq+/LFZ3q5vddn2zeNzcrQ6gj5unw29uHo6vO6AtnKu...
by Qon
Thu Apr 11, 2019 11:12 am
Forum: Ideas and Requests For Mods
Topic: Auto target trees as hostiles
Replies: 8
Views: 2846

Re: Auto target trees as hostiles

I was Qonsidering making a mod that lets artillery auto target trees as well if loaded with poison capsules. That way you also don't destroy your own base if any trees are trying to get their grubby roots on your precious metallic factory. But I haven't really prioritised it.
by Qon
Thu Apr 11, 2019 11:06 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
Replies: 12
Views: 4249

Re: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities

It's just a 224x224 (7x7x chunks) (it tiles at that width if you let edge rails combine) square of rails with any entities inside. It doesn't really matter what it is, should work with anything that that is at least that size because it happens every time I change that thing and make a new blueprint...
by Qon
Wed Apr 10, 2019 9:28 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
Replies: 12
Views: 4249

[kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities

[0.17.28] Blueprint preview is scaled by amount of unique entities If I have many entities in the same blueprint the preview becomes so small that it's hard to see it's even there at all. ousu(190410-231206-66).jpg Same blueprint as above after filtering away everything except rail: ousu(190410-2312...
by Qon
Wed Apr 10, 2019 6:06 pm
Forum: Ideas and Requests For Mods
Topic: Wiring Pencil
Replies: 9
Views: 2633

Re: Wiring Pencil

In case you haven't found it yet: https://mods.factorio.com/mod/WireShortcuts
by Qon
Wed Apr 10, 2019 6:00 pm
Forum: Mod portal Discussion
Topic: Integrating Mod packs into the Mod portal
Replies: 16
Views: 9185

Re: Integrating Mod packs into the Mod portal

I fear the mod portal will be flooded with individual mod packs so each user can quick install his own favorites. At least i would do it. So? If the mod packs are uploaded under the new tag "mod pack" and not shown unless you filter your search to mod packs then it wouldn't interfere with...
by Qon
Wed Apr 10, 2019 4:53 pm
Forum: Ideas and Requests For Mods
Topic: [REQ] Research management through circuit network
Replies: 2
Views: 1218

Re: [REQ] Research management through circuit network

https://mods.factorio.com/mods/canidae/auto-research is another alternative. It automates research starting as its default behaviour. https://mods.factorio.com/mod/FactorIO adds several thcombinators that enables reading of more signals. One of those is a research progress combinator. Haven't seen a...
by Qon
Wed Apr 10, 2019 3:49 pm
Forum: Ideas and Requests For Mods
Topic: Mobile artillery turrets
Replies: 9
Views: 4798

Re: Mobile artillery turrets

Maybe make it a tank that spawns an invisible artillery under it (with no collision box) when it stands still and despawns it when it starts moving.
by Qon
Wed Apr 10, 2019 3:20 pm
Forum: Ideas and Requests For Mods
Topic: [Mod request] Personal logistic requests presets
Replies: 3
Views: 1202

Re: [Mod request] Personal logistic requests presets

I read the title and thought "Why doesn't he use AutoTrash or https://mods.factorio.com/mod/Logistic-Request-Manager ?"
Now I know why you didn't find AutoTrash. And LRM is 8 days old...

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