Not found in tested 4-lane intersections:
Found in Steam guide 4.5 Guage Rails
Blueprint book: pastebin
Search found 64 matches
- Fri Jul 14, 2017 5:00 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877638
- Fri Jul 14, 2017 2:49 am
- Forum: Modding help
- Topic: Automatically generating localized names
- Replies: 4
- Views: 1053
Re: Automatically generating localized names
%turret_name% range_boost %level%
%turret_name% = {"entity-name."..turret_name_from_loop} - entity name from your data loop.
__1__ and __2__ are placeholders.
%turret_name% = {"entity-name."..turret_name_from_loop} - entity name from your data loop.
__1__ and __2__ are placeholders.
- Tue Jul 11, 2017 6:08 am
- Forum: Mods
- Topic: [MOD 0.15.X] Factorio Cross Mod
- Replies: 12
- Views: 5494
Re: [MOD 0.15.X] Factorio Cross Mod
v1.1.1 Jungles and Mountains fixes Bugfix for Jungle and Mountains generations. Now it's generated slightly after chunk generation (at least after 30 ticks), but provide more correct generation. If Mountains enabled or RSO removing trees - no trees will be spawned on ore patches. Also guarantees tha...
- Sun Jul 09, 2017 2:27 am
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 14910
Re: [Mod 0.15] Omnimatter
Another minor idea: With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes. There is already a linquid omnite thing. You take Omnite, crush it, combine it with s...
- Fri Jul 07, 2017 2:54 pm
- Forum: Not a bug
- Topic: [0.15.28] Research Electronic
- Replies: 6
- Views: 2548
Re: [LASTEST] Research Electronic
It seems that automatization 1 and electronics 1 researched, but not logistics 1.
Electronics unlocked filter inserters, which requires fast inserters, which provided by logistics.
Electronics unlocked filter inserters, which requires fast inserters, which provided by logistics.
- Fri Jul 07, 2017 10:25 am
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 14910
Re: [Mod 0.15] Omnimatter
Another minor idea:
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.
- Thu Jul 06, 2017 10:34 am
- Forum: Modding interface requests
- Topic: Adding more methods to manipulate scripted achievements
- Replies: 10
- Views: 2968
Re: Adding more methods to manipulate scripted achievements
i think this may be treated as bug, since all other achievements type has description.Bilka wrote:[*] The ability to add a description to achievements of the type "achievement" in the locale[/list]
- Thu Jul 06, 2017 3:37 am
- Forum: Mods
- Topic: [MOD 0.15.X] Factorio Cross Mod
- Replies: 12
- Views: 5494
Re: [MOD 0.15.X] Factorio Cross Mod
v1.1.0 Big Brother Tweaks included
- Included rewritten radars tweaks from Big Brother Tweaked. Now enables by mod setting with active Big Brother mod.
- Debug mode setting are now startup.
- Wed Jul 05, 2017 3:32 pm
- Forum: Not a bug
- Topic: 0.15.26 Single tree removal with deconstruction planner.
- Replies: 8
- Views: 2876
Re: 0.15.26 Single tree removal with deconstruction planner.
Situation depended in-game solution: if you want remove tree between buildings - use prepared before filtered decinstruction planner ^^
At first time for me it was a discovery.
At first time for me it was a discovery.
- Wed Jul 05, 2017 10:43 am
- Forum: Bob's mods
- Topic: how to download bob mod in a pack ?
- Replies: 5
- Views: 2158
Re: how to download bob mod in a pack ?
Ingame mod manager very useful.
Just filter mods by "bob" for example and add all needed mods to download queue.
Just filter mods by "bob" for example and add all needed mods to download queue.
- Wed Jul 05, 2017 10:29 am
- Forum: Mods
- Topic: [MOD 0.15.X] Factorio Cross Mod
- Replies: 12
- Views: 5494
Re: [MOD 0.15.X] Factorio Cross Mod
v1.0.3 Bugfixes and debug mode
- Bugfix with offworld factorium ore.
- Bugfix with jungle generation when mountains enabled too.
- Added debug mode setting.
- Wed Jul 05, 2017 8:29 am
- Forum: Mods
- Topic: [MOD 0.15.X] Factorio Cross Mod
- Replies: 12
- Views: 5494
Re: [MOD 0.15.X] Factorio Cross Mod
v1.0.2 | 05.07.2017 - removed dependency from Noxys Extra Settings Info - code merged and reworked to be more informative and totally localized. Updated localizations of all supported mods and added localization for: Omniwood, Factorissimo2 (minor locale fixes), The Ruins Mod and Robot Battery Resea...
- Wed Jul 05, 2017 3:17 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129178
Re: [0.12] Bugs, crashes & other issues
Found missing locale key for Mirror concrete setting:
GUI.lua, line 355:
GUI.lua, line 355:
Code: Select all
GUI.add(settings, {type="checkbox", name="mirrorConcrete", caption="Mirror concrete"}, "mirrorConcrete")
- Wed Jul 05, 2017 1:41 am
- Forum: Mods
- Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
- Replies: 81
- Views: 40747
Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Doc, please update mod description. Portal research addon is now moved as part of Factorio cross mod
- Wed Jul 05, 2017 1:40 am
- Forum: Modding discussion
- Topic: Working animations: correct prototyping - how?
- Replies: 2
- Views: 1386
Re: Working animations: correct prototyping - how?
Graphics_variation is not i'm searching for. This property provide several different visualisations of the object, but is independent from recipe currently working on. In my researches i understand next things: - recipe_tint applies only on working_visualisations - working_visualisations doesn't syn...
- Tue Jul 04, 2017 8:02 am
- Forum: Implemented mod requests
- Topic: add new info.json dependency type: incompatible
- Replies: 5
- Views: 2418
add new info.json dependency type: incompatible
New dependency syntax may be like "! mod_name" in dependencies array. This would be useful if mod have permanent incompatibility with other mod and user cannot launch this mods together. At now this problem resolving partially by specifying optional dependency like "? mod_name < 0.0.1...
- Mon Jul 03, 2017 10:39 am
- Forum: Mods
- Topic: [MOD 0.15.X] Factorio Cross Mod
- Replies: 12
- Views: 5494
[MOD 0.15.X] Factorio Cross Mod
Factorio Cross Mod Adds cross-support between some other mods. You can use any mix of supported mods. Also includes several old simple mods. Contains russian locale for all supported mods. Customizable behaviour through mod settings. Name: Factorio Cross Mod (factorio_cross_mod) Category: compilati...
- Sat Jul 01, 2017 7:24 pm
- Forum: Modding discussion
- Topic: Working animations: correct prototyping - how?
- Replies: 2
- Views: 1386
Working animations: correct prototyping - how?
I'm not very familiar with graphic redactors, but want to create updated graphics for some assembling machine entities with different effects on different recipes. I.e: there is vanilla Chemical plant with different colored boiling patch, depended what product being produced. Since it is undocumente...
- Fri Jun 30, 2017 7:27 am
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 42701
Re: [0.15.*] Feedback topic
What about remote interface to add support of unlisted resources to RSO? It's been discussed already and it is a bit difficult. Code on RSO side would need to do a lot of validation on this and handle out of turn additions (depending on when other mods call remote interface). And since adding new o...
- Fri Jun 30, 2017 6:46 am
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 42701
Re: [0.15.*] Feedback topic
What about remote interface to add support of unlisted resources to RSO?