Search found 194 matches

by bNarFProfCrazy
Tue Dec 26, 2017 3:41 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 86
Views: 43285

Re: [0.15] Folks Factorio Fabrications

Nice to hear that it was useful. I never worked with these guis myself either. I just searched for other mods on the portal with a gui and used their comments/delta as reference for these changes. After that i added a player join hook because in the migrated games the gui was missing for some reason ...
by bNarFProfCrazy
Mon Dec 25, 2017 10:35 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 62085

Re: [MOD 0.16] Vehicle Wagon 1.2.0

Awesome. Now almost all of my important mods from 0.15 are migrated to 0.16! :D
by bNarFProfCrazy
Mon Dec 25, 2017 9:06 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 86
Views: 43285

Re: [0.15] Folks Factorio Fabrications

Folk Shuttle unofficial patch for Factorio 0.16:
folk-shuttle_0.1.13.zip
Unofficial Patch for Factorio 0.16
(48.36 KiB) Downloaded 247 times
Thanks to folk for providing the mod.

License of Folk Shuttle Lite is MIT (IIRC).
All credits belong to the respective authors.

Please report any bugs with that version here.
by bNarFProfCrazy
Mon Dec 25, 2017 4:31 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 86
Views: 43285

Re: [0.15] Folks Factorio Fabrications

Could you please update your mods (especially folk shuttle) for 0.16?

EDIT: See viewtopic.php?f=94&t=45554&p=327467#p327467 for unoffical patch.
by bNarFProfCrazy
Mon Dec 25, 2017 4:14 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 62085

Re: [MOD 0.15] Vehicle Wagon 1.1.3

Here is an unofficial update for this mod. I just packaged and uploaded the unofficial fix to make it usable by everyone.

Based on: https://github.com/Suprcheese/Vehicle-Wagon/pull/7
Download : Use official update

Thanks to Suprcheese for providing the mod.
Thanks to legendblade for providing ...
by bNarFProfCrazy
Sat Oct 14, 2017 9:25 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 82193

Re: Friday Facts #212 - The GUI update (Part 1)

Awesome proposal!

I have a question.

Consider a double headed train in a loopless layout. Think of a giant "Y".

If the train is at station A (Unloading station) it can move to both station B (loading station) and C (loading station), but if it moves to B it can no longer drive to C because it has ...
by bNarFProfCrazy
Sun Aug 13, 2017 7:41 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 29468

Re: [0.15] Automatic Coupler

Hi all,

It has taken a lot of head scratching and many hours to achieve but I have just finished a fully functioning network that processes a 16 wagon ore train, breaks it down to 2 wagons
puts those wagons into a loading or unloading area, retrieves the empty or full wagons, joins the wagons back ...
by bNarFProfCrazy
Tue Jun 20, 2017 10:14 pm
Forum: Mods
Topic: [MOD 0.15+] Copy & Paste Modules v0.3.1
Replies: 25
Views: 14167

Re: [MOD 0.15+] Copy & Paste Modules v0.3.0

Updated German (de) translations.

Sorry for the delay.
by bNarFProfCrazy
Wed Jun 14, 2017 5:37 am
Forum: Mods
Topic: [MOD 0.15+] Copy & Paste Modules v0.3.1
Replies: 25
Views: 14167

Re: [MOD 0.15+] Copy & Paste Modules v0.2.1

Yes, thats exactly what i want.

1) include both the delivered and not yet delivered.
by bNarFProfCrazy
Tue Jun 13, 2017 6:14 pm
Forum: Mods
Topic: [MOD 0.15+] Copy & Paste Modules v0.3.1
Replies: 25
Views: 14167

Re: [MOD 0.15+] Copy & Paste Modules v0.2.1

Here are the German (de) translations for your mod.

EDIT: Now using UTF8
by bNarFProfCrazy
Tue Jun 13, 2017 5:58 pm
Forum: Mods
Topic: [MOD 0.15+] Copy & Paste Modules v0.3.1
Replies: 25
Views: 14167

Re: [MOD 0.15+] Copy & Paste Modules v0.2.1

First of all: This is really an awesome mod.

I also have some suggestions for improvements:

1) Also copy the modules, that are not yet delivered to the building.
I usually/always have too few (-3.5k Speed3 + 1.5 Prod3) modules , that why its even hard for me to put enough modules into a single ...
by bNarFProfCrazy
Wed May 31, 2017 9:06 pm
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 11690

Re: [0.15] Explosive Excavation & Bot Landfill

There seems to be a strange bug with landfill when I try to place larger area with bots.
20170531221442_1.jpg
20170531221442_1.jpg (505.54 KiB) Viewed 11585 times
When placing landfill with bots there is a high probability that neighbouring fields are filled with landfill as well, but the ghost landfill remains the same.
by bNarFProfCrazy
Wed May 31, 2017 6:15 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 29468

Re: [0.15] Automatic Coupler

Is it at all possible to uncouple multiple section of a train at once?

For instance, I have a train with 16 cargo wagons that I use to refill from my main store. I'd like to be able to move it to a single stop and break it into sections with 2 wagons in each, and then have each wagon picked up one ...
by bNarFProfCrazy
Sun May 28, 2017 2:42 pm
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 29468

Re: [0.15] Automatic Coupler

I managed to build a single headed switcher train station.

Switcher-FrontCargo.png
Zoomed.png


1) Read whether there us a train there
2) Block if there is no train in 1
3) Read whether there is the switcher there
4) Block access to Pickup_Station if there is the switcher in 3 or there is no ...
by bNarFProfCrazy
Sat May 27, 2017 5:45 pm
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 11690

Re: [0.15] Explosive Excavation & Bot Landfill

I get an error with Bot-Landfill and Creative-Mode:

Error while running event creative-mode::on_tick (ID 0)
Error while running event Bot Landfill::on_robot_built_tile (ID 47)
__Bot Landfill__/control.lua:4: attempt to index local 'surface' (a nil value)
stack traceback:
__creative-mode__/scripts ...
by bNarFProfCrazy
Sat May 27, 2017 3:50 pm
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 29468

Re: [0.15] Automatic Coupler

Could you please take a screenshot and explain how this works?
I have no idea how circuits work in combination with coupling. ;)

I also have quite the issue with this.
I spend literally hours on this.

The only theoretically working solution I could come up with, requires me to always use double ...
by bNarFProfCrazy
Sat May 27, 2017 11:38 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 493611

Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12

Feature request:

Can you add a "Super" super radar?
I need it to explore new maps for flaws before using the in MP.

Current scan range: 14
A version with scan range: 50 would be nice.

I know it takes a lot of time to generate the world for such a large area, but its way better than using ...
by bNarFProfCrazy
Sat May 27, 2017 10:59 am
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 17262

Re: [0.15] Nuclear Locomotives

Here some statistics for this mod:

Test case: Accelerate on a straight rail facing north. Never use the breaks or stop accelerating.

Train-Acceleration-Distance to TopSpeeds (shorter/faster is better)
Wood- L : ~ 750m @259kmh
Wood- LC: >>2500m@259kmh
Coal- L : ~ 750m @259kmh
Coal- LC: >>2500m ...
by bNarFProfCrazy
Fri May 26, 2017 8:20 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 103266

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control

There seems to be an issue with straight pipes in blueprints, as they have four directions but two of them look and behave identical, but they still don't match for the blueprint placing logic and thus are shown as red. IIRC Factorio fixed a similar issue with storage tanks.

Second: Could you add a ...
by bNarFProfCrazy
Fri May 26, 2017 12:17 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 95
Views: 95543

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Here are the German (de) Translations for your mod.
Added.

Please add at least a recipe for wood, as I need a way to dispose of tons of wood in my factories. Another alternative would be adding a new flare stack just for fuel.
The recipe generation algorithm now compares chemical fuel values ...

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