Search found 53 matches

by Ironhair
Fri Aug 14, 2020 10:30 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 99427

Re: Version 1.0.0

Congrats and yay!
by Ironhair
Fri Feb 21, 2020 10:07 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 270592

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

http://prntscr.com/r5wsny

just had this crash when I was laying down underground pipes

edit - I just realised I posted in a really ancient thread...
came here from the homepage shown in the mod description :s
http://prntscr.com/r5wulx
by Ironhair
Thu Jan 30, 2020 8:43 pm
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 32212

Re: Make save game overwrites less dangerous

Thank you for your perseverance, malventano
by Ironhair
Thu Nov 14, 2019 7:44 pm
Forum: Releases
Topic: Version 0.17.77
Replies: 7
Views: 9751

Re: Version 0.17.77

FactorioBot wrote: ↑
Thu Nov 14, 2019 7:11 pm
[*]Fixed spitters were not able to destroy trees and rocks. (77715)
Oh oh, there goes natural defence walls in modded games.
by Ironhair
Thu Oct 31, 2019 4:44 am
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 46749

Re: Friday Facts #318 - New Tooltips

So, for now they just batch build tiles.
Is it possible to enable it for walls/gates?
by Ironhair
Fri Oct 18, 2019 2:57 pm
Forum: Show your Creations
Topic: 13x9 Micro Factory
Replies: 17
Views: 50668

Re: 13x9 Micro Factory

This is so mindblowing that I wasn't even sure if I should reply saying a simple wow....
but seriously
Wow!
by Ironhair
Wed Sep 18, 2019 4:57 pm
Forum: Ideas and Suggestions
Topic: Detecting Locomotive Fuel Level
Replies: 9
Views: 12260

Re: Detecting Locomotive Fuel Level

Was there any way added to check the locomotive fuel count?
by Ironhair
Mon Sep 16, 2019 5:47 am
Forum: Ideas and Suggestions
Topic: Vehicle recall/return to home command
Replies: 2
Views: 1072

Vehicle recall/return to home command

Having an option to get the vehicle to come to you (taking care of waypathing / enemy spawns) or a return to base command would be nice. I do remember a mod that had C&C style mining with vehicles and could go to the mine field and come back to the 'garage', so this is technically feasible. I've...
by Ironhair
Mon Jun 17, 2019 9:37 pm
Forum: Ideas and Suggestions
Topic: Allowing scrolling of screen when game is paused
Replies: 1
Views: 1103

Allowing scrolling of screen when game is paused

Always wondered why our game screen is locked to the character when the game is paused. Allow us to look around the map, if we pause the game, please? Edit - in the advised format below: TL;DR Allowing scrolling of screen when game is paused What ? Always wondered why our game screen is locked to th...
by Ironhair
Thu Apr 05, 2018 2:31 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 68136

Re: [MOD 0.14] AAI Vehicles: Miner

Hello all, I have an issue with the miners : 1. My miner is mining iron 2. It runs out of fuel 3. so i set up a coal way to supply the miner in coal BUT instead of putting coal only in the fuel place, it puts it also in the stocking place of the miner, therefore, resulting in arms taking out of the...
by Ironhair
Thu Apr 05, 2018 2:11 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 68136

Re: [MOD 0.14] AAI Vehicles: Miner

I'm uploading version 0.3.3 now. The problem was difficult to track down, it turned out to be that in some situations when the miner gets nearly full, so it can insert some resources to the inventory but not all of them from a mining cycle, the excess were dropped to the ground. If this happened re...
by Ironhair
Sat Mar 10, 2018 6:04 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 319862

Re: Foreman 0.1.9 - A factory optimisation tool.

anyone who uses the foreman app, any idea how to put prod modules in smelters instead of speed modules?
by Ironhair
Wed Mar 07, 2018 8:19 am
Forum: Combinator Creations
Topic: Movie Player
Replies: 86
Views: 462802

Re: Movie Player

Holy moley wtf!!
This is INSANE!
by Ironhair
Mon Mar 05, 2018 8:11 am
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 68136

Re: [MOD 0.14] AAI Vehicles: Miner

This mod causes a massive fps drop from 60 to less than 20.
You can replicate it when a mk5 miner is completely full, but continues to mine, while inserters are taking out ore (but at a slower speed than the mining rate).
by Ironhair
Sat Mar 03, 2018 8:07 am
Forum: Mods
Topic: [MOD 0.16] Inventory Quickbar
Replies: 29
Views: 11755

Re: [MOD 0.16] Inventory Quickbar

There seems to be a problem when we are using this in multiplayer. My friend keeps getting an error when he joins the server. He has my mod settings + the exact same mod folder. https://steamuserimages-a.akamaihd.net/ugc/920295875330506141/03269C4576F6EB1AA12FE31B6DC282B4EAADE1CC/ https://cdn.discor...
by Ironhair
Tue Feb 27, 2018 3:00 pm
Forum: Mods
Topic: [MOD 0.16] Inventory Quickbar
Replies: 29
Views: 11755

Re: [MOD 0.16] Inventory Quickbar

The hide hotkey makes this even sexier! :)
by Ironhair
Tue Feb 27, 2018 11:23 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531293

Re: [MOD 0.14] AAI Programmable Vehicles

So there is no property information tab that will tell me? Problems arise when you manually add a zone or of you want to send your miners to a specific ore field, but you have no idea what's the zone id...
I'm making do with making a different zone for manual orders, but it's not a nice workaround.
by Ironhair
Mon Feb 26, 2018 3:12 am
Forum: Mods
Topic: [MOD 0.16] Inventory Quickbar
Replies: 29
Views: 11755

Re: [MOD 0.16] Inventory Quickbar

This is so awesome!

Thank you, GodsFather ....

... and eradicator ;)
by Ironhair
Mon Feb 26, 2018 1:52 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531293

Re: [MOD 0.14] AAI Programmable Vehicles

Question : How do you identify the ID of the zone? I can't figure out which zone id to set for my miner controller, so they go to the correct ore field. (for eg, all orange X zones are copper, but my miner constant combinator feeding into the zone scanner has Orange X (id 1) atm.. and my miners are ...

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