Borrowing this thread to kindly ask for a change of my forum name.
My desired forum name is Lemlin, as I use it in ingame etc.
Search found 85 matches
- Fri Dec 22, 2017 11:04 am
- Forum: This Forum
- Topic: Changing Username problem
- Replies: 6
- Views: 3415
- Fri Dec 22, 2017 10:49 am
- Forum: Logistic Train Network
- Topic: Factorio 0.16.7 - Index out of bounds
- Replies: 9
- Views: 3720
Factorio 0.16.7 - Index out of bounds
I´m testing LTN in a test save and wanted to test the fluid wagon funtionality so I replaced on of my wagons with a fluid wagon. Got this error: http://recordit.co/NNhxiDfzqK My desired setup is one station providing Oil, and one is requesting Oil. Same stations was previously providing/requesting b...
- Sat Nov 18, 2017 2:20 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 34731
Re: Friday Facts #217 - Just another Friday Facts
An interesting suggestion is to to have a dynamic ore generation based on the lowest amount of ore currently present on the map.
More iron than copper = higher chance of a copper ore patch to spawn.
Stone/uranium/coal might have a modifier to avoid having too much ore spawned.
More iron than copper = higher chance of a copper ore patch to spawn.
Stone/uranium/coal might have a modifier to avoid having too much ore spawned.
- Sun Nov 05, 2017 12:04 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear disasters
- Replies: 36
- Views: 10646
Re: Nuclear disasters
One kind of nuclear disaster I can accept is when a nuclear reactor is destroyed it would cause a explosion similar to an atimic bomb explosion.
- Fri Oct 27, 2017 8:24 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 65976
Re: Friday Facts #214 - Concrete rendering
Awesome stone path, but not really a concrete looking design. Would love to have it ingame as a third option though.
- Mon Oct 02, 2017 5:27 pm
- Forum: Mods
- Topic: [0.15] Multiblocks
- Replies: 9
- Views: 4362
Re: [0.15] Multiblocks
Pictures?
I don´t understand much from reading the description...
I don´t understand much from reading the description...
- Mon Aug 21, 2017 6:35 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53682
Re: [MOD 0.15] Helicopters
Would it be possible to release a version with the remote control on the mod portal? I have played with the remote controlled version for a while now during my creative mode tests and it works fine enough to be released. Much easier to tell (the lazy) ppl to download it through the portal instead of...
- Tue Aug 08, 2017 8:13 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53682
Re: [MOD 0.15] Helicopters
It works fine for me, and I can even refuel in the air. 1. Put an inserter down and let it place item on the ground. 2. Place the helicopter over/next to the place fuel type. 3. Inserter is now working and refueling the helicopter. Unless you pick up the helicopter the refueling should work fine. I ...
- Tue Aug 08, 2017 12:35 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53682
Re: [MOD 0.15] Helicopters
It wasn´t too obvious for me the first time that I had to click at the helicopter to select it before I could do any command. But once that minor issue was solved it worked great. I consider the helipad to be more a decorative feature than a useful option. The map view of the helipad is small so it´...
- Mon Aug 07, 2017 11:56 am
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53682
Re: [MOD 0.15] Helicopters
As suggested by kyoshiharu (mod portal), this version includes a remote control equipment item that lets you control your helicopters. Once you place it in your armor grid, a button will appear in the left top corner where you can access the remote gui. It's not yet finished but I'd like some feedb...
- Wed Aug 02, 2017 4:43 pm
- Forum: Ideas and Suggestions
- Topic: Automotive Logistics
- Replies: 5
- Views: 1794
Re: Automotive Logistics
No wood on your maps?nljr wrote:TL;DR
get stranded miles from anywhere
Not the best fuel type but it works.
- Fri Jul 14, 2017 6:55 pm
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 27306
Re: Friday Facts #199 - The story of tile transitions
I don´t think the new water system is bad, if you can make it more "irregular" you would have created a stream that would flow nicely into the landscape.
- Tue May 30, 2017 10:28 am
- Forum: Energy Production
- Topic: Solar Array W/ Logistic network
- Replies: 20
- Views: 34943
Re: Solar Array W/ Logistic network
Really nice designs. I´m not a fan of having storage chests in the blueprint since it can cause the bots to put other stuff there as well, but the overall designs are a nice upgrade from the pre-0.15 designs.
- Fri May 26, 2017 4:52 pm
- Forum: News
- Topic: Friday Facts #192 - One million
- Replies: 71
- Views: 36754
Re: Friday Facts #192 - One million
Make it a livestreamed party.
Or at least compile a long video to post in a FFF.
Or at least compile a long video to post in a FFF.
- Fri May 26, 2017 4:49 pm
- Forum: General discussion
- Topic: Electric Furnaces vs Steel Furnaces
- Replies: 15
- Views: 51245
Re: Electric Furnaces vs Steel Furnaces
Steel furnaces is also smaller, so you can fit more the same space.
Electric furnaces is only a better choice if you put modules in them. Far superior if you also add beacons.
Electric furnaces is only a better choice if you put modules in them. Far superior if you also add beacons.
- Wed May 24, 2017 9:36 pm
- Forum: Ideas and Suggestions
- Topic: Make wood useful
- Replies: 27
- Views: 10871
Re: Make wood useful
or use it as the bottleneck constraint of coal liquefaction, generally you don't need much/any liquifaction so as a way of disposing of wood and getting some useful product out the end at the cost of using a little extra coal (which is an underutilised resource itself) its a good way to upcycle the...
- Tue May 23, 2017 9:21 am
- Forum: Not a bug
- Topic: [15.12] Can´t remove curved rails
- Replies: 11
- Views: 3254
Re: [15.12] Can´t remove curved rails
It´s really impressive to see all the detailed setting the decon planner have, but you need to make it easy to use. The expected behaviour is that all rails would be removed when you drop a piece of rail in the decon planner. You shouldn´t have to open the filter and add the curved rail too. Would i...
- Mon May 22, 2017 5:09 pm
- Forum: Not a bug
- Topic: [15.12] Can´t remove curved rails
- Replies: 11
- Views: 3254
Re: [15.12] Can´t remove curved rails
Oh, they are separate...
Didn´t know that, I only drop the stuff I wish to remove in the filter slots.
Thanks for the help!
Didn´t know that, I only drop the stuff I wish to remove in the filter slots.
Thanks for the help!
- Mon May 22, 2017 4:48 pm
- Forum: Not a bug
- Topic: [15.12] Can´t remove curved rails
- Replies: 11
- Views: 3254
[15.12] Can´t remove curved rails
I´m currently removing a lot of rails and I noticed that my filtered deconstructuon planner didn´t marked curved rails for deconstruction. http://i.imgur.com/kR4ZplQ.png I have no mods or anything that could interfere with this. Similar report is this: https://forums.factorio.com/viewtopic.php?f=30&...
- Mon May 22, 2017 2:58 pm
- Forum: Modding help
- Topic: trouble with infinite-use wires
- Replies: 7
- Views: 2985
Re: trouble with infinite-use wires
Increase stack size for wires to an insane amount, then change the recipe so it create a full stack. 10k would be cool.