Search found 41 matches

by Bi0nicM4n
Thu Sep 08, 2016 5:34 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 86581

Re: [MOD 0.12.12+] Research queue 1.2.6

Nexela wrote:/c remote.call("RQ","popup",false)
Thanks, that helped. Still, it's strange that there's no such option in config.lua.
by Bi0nicM4n
Tue Sep 06, 2016 8:18 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 86581

Re: [MOD 0.12.12+] Research queue 1.2.6

This mod is a great help, and it would be perfect if Factorio were only about building. But since there are biters, I say this: RQ window popping up on completing research queue is the last thing I need during biter nests clearing. I'm sure many people could tell the same.
by Bi0nicM4n
Sun Sep 04, 2016 4:16 pm
Forum: Mods
Topic: [MOD 0.12.x] Fast Filter Fill
Replies: 19
Views: 27384

Re: [MOD 0.12.x] Fast Filter Fill

I managed to make this work in 0.13.20. It supports not only cargo wagons, but also cars and tanks now. This should do while the author is elsewhere.

Download link: https://www.dropbox.com/s/ibuwyqmap2if3 ... 2.zip?dl=0
by Bi0nicM4n
Sat Sep 03, 2016 12:03 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 207553

Re: [MOD 0.12.35|0.13] SmartTrains 1.0.0

Hello, I'd like to report a bug. Was playing at my world on Factorio 0.13.20 with SmartTrains never active in this world before. I had saved while still being in the car, then installed SmartTrains 1.0.1 and loaded that save, and upon pressing B to get out of car, prior to returning to the menu I ge...
by Bi0nicM4n
Wed Aug 31, 2016 6:40 pm
Forum: Ideas and Suggestions
Topic: Distribution of repair packs all over the base
Replies: 8
Views: 2162

Re: Distribution of repair packs all over the base

Well if you think that its so important to have them spread (in my opinion thats overengineering) then just use provider chests, robots can grab from them easy. Make a train or belt them near the edges so it will supply them. From my experience, using provider chests with requesters to get repair p...
by Bi0nicM4n
Tue Aug 30, 2016 12:20 pm
Forum: Ideas and Suggestions
Topic: Distribution of repair packs all over the base
Replies: 8
Views: 2162

Re: Distribution of repair packs all over the base

A really easy solution I found for this problem is to just set up a requester chest for repair packs and put it with an inserter next to every roboport that way all roboports stay full all the time. You see, that's the problem. Now that repair kits stack to 100, all my roboports are gonna be filled...
by Bi0nicM4n
Mon Aug 29, 2016 1:46 pm
Forum: Ideas and Suggestions
Topic: Distribution of repair packs all over the base
Replies: 8
Views: 2162

Distribution of repair packs all over the base

Currently roboports send number of robots in the network, and while this feature is cool, I could live without it (wouldn't want to, but still). Distribution of repair packs to roboports is much more crucial, but we can't do it since roboports only output robot counts. So I suggest that roboports al...
by Bi0nicM4n
Sat Aug 27, 2016 10:30 am
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 52560

Re: Version 0.14.0

Modding Added support for equipment grids in cars, tanks, locomotives, and cargo wagons. So, can I put fusion reactors into my locomotives and make them ride with no fuel? Also having personal roboports in trains is gonna accelerate outpost construction tremendously. :D
by Bi0nicM4n
Fri Jul 01, 2016 4:52 am
Forum: Releases
Topic: Version 0.13.2
Replies: 43
Views: 22808

Re: Version 0.13.2

I hope you take this into consideration for fixing in the next release: Terrain Generation in 0.13.1 . The problem is that water generation is very edgy, and with "water only in starting area" setting water is still generated all over the world. Terrain segmentation also seems nonfunctiona...
by Bi0nicM4n
Mon Jun 27, 2016 6:56 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 147805

Re: Version 0.13.0

BTW, there are no obsolete inserters, we can still use regular and fast ones, it's that stack inserter is the most powerful of them all. Devs, thank you for keeping old inserters alive! :D
by Bi0nicM4n
Mon Jun 27, 2016 6:40 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 147805

Re: Version 0.13.0

Great, time for building truly autonomous outpost maintenance has finally come!
by Bi0nicM4n
Sun Jun 26, 2016 12:15 am
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 33531

Re: Friday Facts #144 - The gfx report

Personally, I'd like to see some tundra and taiga biomes in Factorio. Lack of snow is somewhat disappointing.
by Bi0nicM4n
Wed Jun 01, 2016 8:47 am
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 40303

Re: Friday Facts #140 - Soon

...Not sure exactly what is going on with the train station... It's that a single inserter can pickup different items from the train (be it walls, belts, etc) in amounts specified in constant combinators (those work as filters). Three questions to the given picture: - why is the red wide connected ...
by Bi0nicM4n
Tue May 31, 2016 11:48 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 40303

Re: Friday Facts #140 - Soon

...Not sure exactly what is going on with the train station... It's that a single inserter can pickup different items from the train (be it walls, belts, etc) in amounts specified in constant combinators (those work as filters). Arithmetic combinator multiplies amount of items already in storage by...
by Bi0nicM4n
Mon May 30, 2016 5:17 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 40303

Re: Friday Facts #140 - Soon

V453000 wrote: ...huge-powerful-expensive-powerhogging-hightech-aoe weapon...
Precisely what I meant it to be (a resource sink, that is).
by Bi0nicM4n
Mon May 30, 2016 1:51 am
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 40303

Re: Friday Facts #140 - Soon

Offtopic: I've been watching speedruns of recently released DOOM for over a week now, and BFG there is really good - shreds mancubi simply with beams from main projectile passing by, and those take a s***ton of rockets to pacify. So I thought that a weapon launching an explosive plasmoid which radi...
by Bi0nicM4n
Sun May 29, 2016 9:36 am
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 40303

Re: Friday Facts #140 - Soon

Circuit network additions look promising, can't wait to simplify my engineering train loading station. Flamethrower seems somewhat capable of dealing with big biters but will it be effective against behemoths? This and the game needs resource sinks, so I'd like to see some kind of really expensive a...
by Bi0nicM4n
Sun May 15, 2016 12:53 pm
Forum: News
Topic: Friday Facts #138 - Better Circuit Network III
Replies: 59
Views: 18940

Re: Friday Facts #138 - Better Circuit Network III

I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes? My guess is that it won't be possible anymore to make logistic chests. Kappa. Contrary! As far as I understand; all chests will be connec...
by Bi0nicM4n
Sat May 14, 2016 9:27 pm
Forum: News
Topic: Friday Facts #138 - Better Circuit Network III
Replies: 59
Views: 18940

Re: Friday Facts #138 - Better Circuit Network III

First of all, congrats on getting those two awards, they are well deserved. Factorio, despite being an alpha, already accomplished more than many games do after release. Keep up the good work. On this FFF - with belts detection we can now tell if there is enough ore for smelters, or enough plates in...
by Bi0nicM4n
Fri May 13, 2016 11:01 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 44308

Re: Friday Facts #137 - The release scarecrow

OK, I might be a little late, but still. As I understand, the rapid inserter becomes an Inserter To Rule Them All, if all old inserters lose stack bonus. And if it’s done, yet another inserter (the fast one now) will become forgotten – it will follow the footsteps of burner and yellow inserters (yel...

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