Search found 1828 matches
- 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...
- 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.
- 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...
- 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!
- 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...
- 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.
- 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.
- 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
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.Choumiko wrote: Prerelease probably in the next 3-5 hours, depending on how long Germany needs to beat Italy
- 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...
- 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...
- 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.
- 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
https://support.apple.com/en-us/HT201642
- 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.
- 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
-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
- 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.
- 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.
- 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...
- 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 ...
- 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...
- 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!
Still lots of great train improvements in .13!