Search found 85 matches

by Lemlin
Fri Dec 22, 2017 11:04 am
Forum: This Forum
Topic: Changing Username problem
Replies: 6
Views: 3415

Re: Changing Username problem

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.
by Lemlin
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...
by Lemlin
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.
by Lemlin
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.
by Lemlin
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.
by Lemlin
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...
by Lemlin
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...
by Lemlin
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 ...
by Lemlin
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´...
by Lemlin
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...
by Lemlin
Wed Aug 02, 2017 4:43 pm
Forum: Ideas and Suggestions
Topic: Automotive Logistics
Replies: 5
Views: 1794

Re: Automotive Logistics

nljr wrote:
TL;DR
get stranded miles from anywhere
No wood on your maps?
Not the best fuel type but it works.
by Lemlin
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.
by Lemlin
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.
by Lemlin
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.
by Lemlin
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.
by Lemlin
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...
by Lemlin
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...
by Lemlin
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!
by Lemlin
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&...
by Lemlin
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.

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