Search found 1828 matches

by Nexela
Sun Jul 03, 2016 1:32 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 299706

Re: [MOD 0.12.30+] SmartTrains 0.3.95

Thank you for the demo, now I see, that there is some bug in my savefile (or maybe some mod collision), because for me it is not working and the train leaves station immediately even circuit condition is not met. I try hard reset Smart train, remove train from track and put it back, but nothing hel...
by Nexela
Sun Jul 03, 2016 1:11 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 105402

Re: [MOD 0.12.x, 0.13.x] Side Inserters

copy/paste copies drop location and arm rotation. blueprinting works like it is supposed too also.
by Nexela
Sun Jul 03, 2016 12:21 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311391

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Have you given any thought to changing your inserters code to something like this work of art from GotLAg? https://mods.factorio.com/mods/GotLag/Side%20Inserters I was playing around with it and it would clear up a lot of inserter items as you would not need 2 slightly different copies of each since...
by Nexela
Sun Jul 03, 2016 8:06 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176289

Re: Smart, dynamic train deliveries with combinator Magick

Oh guess I did post it in the wrong one! had both tabs open because they are the only 2 topics I subscribe too!
by Nexela
Sun Jul 03, 2016 7:26 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176289

Re: Smart, dynamic train deliveries with combinator Magick

Well now I get to cry in a corner until I can figure this out. My stations on a 12.35 - 13.3 migrated save ignore circuit conditions in train stop rules! resetting smart trains or removing doesn't fix the issue. I used a custom migration script from .12 to .13 to replace all smart train stops with r...
by Nexela
Sun Jul 03, 2016 2:51 am
Forum: Ideas and Suggestions
Topic: [0.13.3] Drop blueprint back into the book on `q`
Replies: 1
Views: 799

Re: [0.13.3] Drop blueprint back into the book on `q`

Use the blueprint book to place your blue prints, Shift-Scroll Wheel with it in your hand will cycle through available blueprints and pressing q will drop the book back to your inventory.
by Nexela
Sun Jul 03, 2016 2:46 am
Forum: Technical Help
Topic: Factorio Pulling Saved Games Out of Thin Air
Replies: 3
Views: 937

Re: Factorio Pulling Saved Games Out of Thin Air

Happens to me all the time, takes a OMGWHY face before I realize it.
by Nexela
Sun Jul 03, 2016 12:42 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 299706

Re: [MOD 0.12.30+] SmartTrains 0.3.95

Time to go build some train routes!!!!! Thanks for the update
Choumiko wrote: Prerelease probably in the next 3-5 hours, depending on how long Germany needs to beat Italy
I have been playing too much Hearts of Iron IV.... because that is the first thing that came to my mind when I read that.
by Nexela
Sat Jul 02, 2016 8:38 pm
Forum: Railway Setups
Topic: I Haven't Seen Any Bigger Train Base Than This One...
Replies: 16
Views: 16345

Re: I Haven't Seen Any Bigger Train Base...

That is a lot of trains! My next world will also be something like this too. When I do trains I use a lot of chain signals to control when my trains can leave and use fewer chain signals inside intersections. This will lower train throughput some but the trade off is less babysitting trains and sign...
by Nexela
Sat Jul 02, 2016 8:16 am
Forum: General discussion
Topic: [SOLVED] Running backup of .12 causes .13 to start instead
Replies: 5
Views: 1317

Re: Running backup copy of .12 causes .13 to start instead

The steam version and the installer version sets the default data directory to %appdata%/factorio. The zipped version has the app path set to false. From the config-path.cfg file config-path=__PATH__executable__/../../config #This value specifies the way the aplication generates default values for p...
by Nexela
Sat Jul 02, 2016 7:37 am
Forum: Mods
Topic: [0.11.x]Item Count 0.0.1
Replies: 16
Views: 34565

Re: [0.11.x]Item Count 0.0.1

Unofficial update for .0.13 - looks like it just needed changes in info.json. Not tested in multiplayer but seems to work in single-player.
by Nexela
Sat Jul 02, 2016 7:18 am
Forum: Multiplayer
Topic: Can we play LAN over an ad-hoc wireless network?
Replies: 5
Views: 3170

Re: Can we play LAN over an ad-hoc wireless network?

Is the MAC or windows firewall too restrictive? You might have to create an exception for factorio.

https://support.apple.com/en-us/HT201642
by Nexela
Sat Jul 02, 2016 7:09 am
Forum: Bob's mods
Topic: Whats the code for Cobaltite ores
Replies: 3
Views: 2293

Re: Whats the code for Cobaltite ores

Cobaltite Ore is disabled by default the recommended way to get cobalt oxide is to use the advanced copper plate recipe. and since there are already a million things to mine in bob's mods why add another when you can just use this recipe and get copper plate AND cobalt oxide from it.
by Nexela
Sat Jul 02, 2016 6:11 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226434

Re: [MOD 0.12.x] Autofill

I am working on some tweaks for this as well. so far I have:

-Added shuttle train autofill
-removed color coding locos since it is not needed for factorio .13
-Added bobmods ammos, tanks, artillery, lasers
-added uranium power
by Nexela
Fri Jul 01, 2016 7:11 am
Forum: Bob's mods
Topic: How do I produce Lithia water?
Replies: 31
Views: 19241

Re: How do I produce Lithia water?

Also yeah what Arch66angel and bobingabout said. If its a new world in .13 you should have water patches and won't need the config change. Not sure if they spawn automatically in an old world though.
by Nexela
Fri Jul 01, 2016 5:13 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123212

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

I am half tempted to expand on this for personal use and have it be created like concrete and not from concrete. Using additional items in the recipe to change the color. Use a piece of copper ore to get redder colors, coal for darker etc.
by Nexela
Fri Jul 01, 2016 4:51 am
Forum: Bob's mods
Topic: How do I produce Lithia water?
Replies: 31
Views: 19241

Re: How do I produce Lithia water?

This was changed in .13 version. extract the bobconfig mod and change this line in the config.lua file -- If set to true, this will turn on the old recipes to get water and lithia water from nothing on the water pumps. bobmods.config.plates.EnableGroundWater = false to bobmods.config.plates.EnableGr...
by Nexela
Fri Jul 01, 2016 1:20 am
Forum: 1 / 0 magic
Topic: Left Click's Failure to Register
Replies: 5
Views: 2523

Re: Left Click's Failure to Register

Did you try moving your mouse to a different usb port? 2.0 vs 3.0 etc. Assuming it is a usb mouse. I I had issues with my mouse that I took me forever to figure out. Turned out I had a conflict with USB 3.0 eXtensible Host Controller Driver installed and my mobo bios. The solution for me was to use ...
by Nexela
Fri Jul 01, 2016 12:48 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123212

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Thank you for the updates and migrations for this mod!!!! Love how we can rotate the fire hazard however Not sure how I feel about rotating to get the other color concrete, maybe its because there are still 3 diff items for it. Guess I will have to get used to it until/if Factorio increases the rota...
by Nexela
Thu Jun 30, 2016 11:06 pm
Forum: Resolved Problems and Bugs
Topic: *[13.1]Train PF don't give penalty to circuit closed signal
Replies: 16
Views: 9414

Re: [0.13.1] Train pathfinding algo ignores locked blocks

I agree, otherwise the only usefulness I can see for setting a signal to red is to make safer charcter railroad crossings.

Still lots of great train improvements in .13!

Go to advanced search