Search found 240 matches

by Turtle
Fri Sep 19, 2014 5:54 pm
Forum: Not a bug
Topic: [0.10.12] Main menu still uses old logo
Replies: 2
Views: 1495

Re: [0.10.12] Main menu still uses old logo

I like the old logo much better than the new one. In fact, I always change the splash screen logo to the old one hehe.
by Turtle
Sun Sep 14, 2014 10:58 pm
Forum: Ideas and Suggestions
Topic: Fast and Smart Long Handed Inserters?
Replies: 3
Views: 1627

Re: Fast and Smart Long Handed Inserters?

If you only want smart inserters of the base game, you can download my Smart Inserters mod. The regular smart inserter is already fast, so I just added the smart basic inserter and the smart long-handed inserter.
by Turtle
Thu Sep 04, 2014 12:56 am
Forum: Resolved Problems and Bugs
Topic: [0.10.9] Items lost when extra toolbelt is unresearched
Replies: 4
Views: 3439

[0.10.9] Items lost when extra toolbelt is unresearched

Items in the extra toolbelt are lost when it is unresearched. They should be placed in inventory and not lost. Steps to reproduce: 1. Research toolbelt 2. Place items in extra toolbelt 3. Run in console: for _, tech in pairs(game.player.force.technologies) do tech.researched = false end 4. Items in ...
by Turtle
Mon Sep 01, 2014 12:33 am
Forum: Implemented Suggestions
Topic: Barrels as universal liquid containers/Barreling all fluids
Replies: 11
Views: 6014

Re: Barrels as universal liquid containers

http://dcc24.eu/sites/default/files/images/Parowozik_492043G_C_06.JPG Factorio Roadmap "Planned: More circuit logic (circuits for electricity, trains, liquids, etc.) Proper tech tree. Oil extension (boiler for oil, oil wagon) . Fight revisit (balancing, tanks more enemies variety, ...)"
by Turtle
Mon Sep 01, 2014 12:26 am
Forum: Not a bug
Topic: [0.10.9] axe "used" even if chest not removed
Replies: 3
Views: 1631

Re: [0.10.9] axe "used" even if chest not removed

I don't know if I'd consider this a bug, seems to me as expected behavior. This is so minor though, it doesn't matter to me if it gets changed or left as is.
by Turtle
Fri Aug 29, 2014 8:20 am
Forum: Implemented Suggestions
Topic: Always keep one in Storage Chest
Replies: 6
Views: 2559

Re: Always keep one in Storage Chest

What's your playstyle like in terms of storage? Do you want a centralized place to keep extras? Do you like to keep belts backed up or keep them flowing with just enough parts to keep things working?
by Turtle
Fri Aug 29, 2014 2:53 am
Forum: Implemented Suggestions
Topic: Always keep one in Storage Chest
Replies: 6
Views: 2559

Re: Always keep one in Storage Chest

AFAIK, all chests can have filters defined, permanently reserving one slot (or more) for a specific type of item. I assume this is the solution you're looking to get. It will ensure everything in storage chests is where you tell it to be. P.S. The filters on chests are defined the same as anything ...
by Turtle
Fri Aug 29, 2014 12:14 am
Forum: Resolved Problems and Bugs
Topic: [0.9.8] Stuck belts in special cases of belt junctions
Replies: 27
Views: 18336

Re: [0.9.8] iron transport bug

Indeed! Great to hear about belt optimization!
by Turtle
Mon Aug 25, 2014 10:02 pm
Forum: Ideas and Suggestions
Topic: Chest unload logistic
Replies: 6
Views: 3083

Re: Chest unload logistic

You can control how much of an item is produced or inserted into a logistics chest by using smart inserters.
by Turtle
Mon Aug 25, 2014 3:07 am
Forum: Resolved Problems and Bugs
Topic: [0.10.8] - freeze when trying to remove a provider chest
Replies: 10
Views: 2931

Re: 9.8/10.8 - freeze when trying to remove a provider chest

Well this might have very simple solution. when you try to mine the chest (or other entity), it will first try to move all the items into the character inventory. If it fails, it doesn't let him to mine it. It would prevent the annoying chest bombs completely. So, instead of doing that, you can tak...
by Turtle
Sat Aug 23, 2014 10:24 pm
Forum: Mods
Topic: [MOD 0.4.x] Factorio Clock
Replies: 15
Views: 16224

Re: [MOD 0.4.x] Factorio Clock

Here is a version compatible with Factorio 0.10.8. This mod still works fine in 0.10.8. It'll probably break in 0.11.0 when version numbers are required though. Versionnumbers are already required in 0.10.8. I can't install a mod without having the version number in the foldername. From https://for...
by Turtle
Sat Aug 23, 2014 7:07 pm
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 6701

Re: Laser turret cooldown to encourage defenses to be mixed

Can't we just wait for the combat update in a few months? Discussing balance is a good thing, but futile with the likely "big" (aka tanksized big) changes not far behind multiplayer. Or just go on talking about a balance that might be obsolete in 2-4 months anyway. That's how I feel. Stup...
by Turtle
Sat Aug 23, 2014 7:01 pm
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 6701

Re: Laser turret cooldown to encourage defenses to be mixed

That still doesn't matter. I can put laser towers 5 deep with small electrical poles and 7 deep with medium electrical poles. Does it cost more? I dunno, how much would it cost in materials, time, and effort to put belts around your entire base and continuously using up ammo? It's not worth it unle...
by Turtle
Sat Aug 23, 2014 4:23 pm
Forum: Balancing
Topic: Overproduction of sulfur
Replies: 18
Views: 21007

Re: Overproduction of sulfur

Align wrote:Smelters aren't factories though. Chemical plant recipes work like factories, except for sulfur.
What do you define as factories? Do you mean assembling machines?
by Turtle
Sat Aug 23, 2014 3:08 pm
Forum: Balancing
Topic: Overproduction of sulfur
Replies: 18
Views: 21007

Re: Overproduction of sulfur

You guys are missing the point; all factories produce like 2-3 spares of whatever they're set to produce even if it's not being taken out of them, but sulfur is produced until the slot is filled at 50, which is inconsistent. Probably more of a bug than balance issue though. This is incorrect, smelt...
by Turtle
Sat Aug 23, 2014 3:04 pm
Forum: Mods
Topic: [MOD 0.4.x] Factorio Clock
Replies: 15
Views: 16224

Re: [MOD 0.4.x] Factorio Clock

DaveMcW wrote:Here is a version compatible with Factorio 0.10.8.
This mod still works fine in 0.10.8. It'll probably break in 0.11.0 when version numbers are required though.
by Turtle
Fri Aug 22, 2014 11:08 pm
Forum: Mods
Topic: McLauncher 0.4.8 (Mod Manager works with v12)
Replies: 46
Views: 31715

Re: McLauncher 0.3.1 (Mod Manager and Downloader)

I just got around to checking this out. I guess it doesn't read the actual zip files because I only see a couple of mods that I have unzipped. I usually keep my mods in their zip files.
by Turtle
Fri Aug 22, 2014 7:04 am
Forum: Implemented Suggestions
Topic: Research Window popping up
Replies: 4
Views: 2916

Re: Research Window popping up

I can usually work around things I don't like, such as modding certain things, changing hotkeys or just dealing with what can't be changed. But this is really getting on my nerves soooooo much. Just today, I crashed into my solar panel array destroying panels and accumulators because of this stupid ...
by Turtle
Fri Aug 22, 2014 12:39 am
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 6701

Re: Laser turret cooldown to encourage defenses to be mixed

That still doesn't matter. I can put laser towers 5 deep with small electrical poles and 7 deep with medium electrical poles. Does it cost more? I dunno, how much would it cost in materials, time, and effort to put belts around your entire base and continuously using up ammo? It's not worth it unles...
by Turtle
Thu Aug 21, 2014 6:48 pm
Forum: Ideas and Suggestions
Topic: Continous zoom, no need for M key (Supreme Commander inspire
Replies: 4
Views: 2366

Re: Continous zoom, no need for M key (Supreme Commander ins

While this is a good idea, I'd prefer it be an option. I always zoom out to max range when running near tracks to avoid trains. So it would be frustrating to go to map mode just by zooming in my case.

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