Search found 68 matches
- Sat Aug 06, 2016 4:15 pm
- Forum: Ideas and Suggestions
- Topic: A better Way to Built Electric Network / New way of connecting to electricity
- Replies: 12
- Views: 4385
Re: A better Way to Built Electric Network / New way of connecting to electricity
My possible solution was to name the electrical networks. When you start dragging a powerpole from a existing network, it will only connect to poles within the same network. To start a new network, you need to rename an unconnected pole (or a pole seperated by a switch) To be honest, I think the ea...
- Sat Aug 06, 2016 4:08 pm
- Forum: Ideas and Suggestions
- Topic: Give mods an option to not disable achievements
- Replies: 11
- Views: 5751
Re: Give mods an option to not disable achievements
I would love it if using the console didn't disable modded achievements. Achievements on a modded game are local only anyway so I don't see the problem with ignoring console use.
I used a simple little time slow-down command to debug some combinators and now locked out forevermore
I used a simple little time slow-down command to debug some combinators and now locked out forevermore
- Sat Aug 06, 2016 4:06 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209047
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
Klonan, does your involvement give any hint that things like upgrades and filtered deconstruction will make it into vanilla?Klonan wrote:Ok should be fixed in 1.2.4
- Sat Aug 06, 2016 3:29 pm
- Forum: Mods
- Topic: [MOD 0.13] Copy settings tool - copy once, paste multiple
- Replies: 31
- Views: 11199
Re: [MOD 0.13] Copy settings tool - copy once, paste multiple
Hi, my tool is just a "multiplication" of the classic copy settings existing in factorio (ctrl-right-mouse, shitf-right-mouse). This factorio feature does not copy wires, so my tool neither... But I will look if I can do something. Hmm well I think I may have found a substitute for my spe...
- Sat Aug 06, 2016 11:54 am
- Forum: Multiplayer
- Topic: Looking to set up a no-mods mass Achievement run
- Replies: 9
- Views: 2743
Re: Looking to set up a no-mods mass Achievement run
so, anyone up for this today?
- Sat Aug 06, 2016 9:21 am
- Forum: Mods
- Topic: [MOD 0.13] Copy settings tool - copy once, paste multiple
- Replies: 31
- Views: 11199
Re: [MOD 0.13] Copy settings tool - copy once, paste multiple
hello can this also copy-paste wires on identical set ups? (e.g a Filter inserter wired to a chest). I suppose perhaps it could look to check that a) each entity in the paste area that is the exact same type as each entity in the copy area has the same entities in the same relative position as the c...
- Sat Aug 06, 2016 9:04 am
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 130638
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
hmm, I seem to be having trouble on 0.13.14 where I get killed when remote viewing a site. Anyone else having this? (p.s. - thanks for YARM - so very useful once you have 15+ outposts) edit: ok i think it is because big packs of worms / behemoth spitters kill faster than you heal. Any chance you cou...
- Thu Aug 04, 2016 4:06 pm
- Forum: Multiplayer
- Topic: Looking to set up a no-mods mass Achievement run
- Replies: 9
- Views: 2743
Re: Looking to set up a no-mods mass Achievement run
That might not get alot of US people on the weekend because thats 7am PST but people on the east cost might not have a problem. but i will try to be on for that time. Yeah - EST should be ok at midday. I forgot about West Coast fellas ;) I don;t mind it a couple of hours later - I was projecting fo...
- Thu Aug 04, 2016 4:01 pm
- Forum: Gameplay Help
- Topic: Robot prioritisation of requests for same resource
- Replies: 7
- Views: 1990
Re: Robot prioritisation of requests for same resource
I believe that the canonical (if somewhat more expensive in terms of flat resources) solution is by programming the inserters. You use the requester chest as normal, but let it fill up to your specified level. Then, you configure the inserter going from chest to <use> to be on the logistic network,...
- Thu Aug 04, 2016 3:58 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202348
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
@Outsider, any update on the progress? This is literally the last *NECESSARY* mod (for me, yes, playing without it is just too painful) that lacks a 0.13 update. indeed. amen to that. I am a happy bunny with 0.13 and the mods I use except for not having this one. It pains me to have to use a combin...
- Thu Aug 04, 2016 3:56 pm
- Forum: Gameplay Help
- Topic: Game end 'kill list' - any way to see it after?
- Replies: 2
- Views: 2457
Re: Game end 'kill list' - any way to see it after?
doh! Oh yeah. I haven't died for a while on my current game and forgot.Adil wrote:Doesn't it show up on any gameover? Like if you headbutt the train. Just save beforehand.
Excellent - my Ion Cannons are now a shortcut to the stats screen.
Thanks
- Thu Aug 04, 2016 9:44 am
- Forum: Multiplayer
- Topic: Looking to set up a no-mods mass Achievement run
- Replies: 9
- Views: 2743
Re: Looking to set up a no-mods mass Achievement run
no specific time set yet. Maybe this Saturday? I am flexible
edit: I am UK (GMT/CET) but can fit in with US early afternoon start. Would ideally be around between 1600 to 1700 CET start?
edit: I am UK (GMT/CET) but can fit in with US early afternoon start. Would ideally be around between 1600 to 1700 CET start?
- Wed Aug 03, 2016 7:06 pm
- Forum: Multiplayer
- Topic: Looking to set up a no-mods mass Achievement run
- Replies: 9
- Views: 2743
Looking to set up a no-mods mass Achievement run
Hello, Anyone interested in a no-mods Achievement 'speed' run game? Not pushing for AntiElitz style run, but would try to get as many as possible within the 8 hour timeframe. It is ok if people duck in and out (I think? Not sure how/if that disqualifies anything). It would be great if we could get a...
- Wed Aug 03, 2016 5:55 pm
- Forum: Gameplay Help
- Topic: Robot prioritisation of requests for same resource
- Replies: 7
- Views: 1990
Robot prioritisation of requests for same resource
Hello How are requests for the same resource prioritised, in particular in a constrained supply scenario? Is it by proportion of request satisfied (i.e. increasing size of request will prioritise that chest compared to others) or is it by distance from supply? Or some other criteria? Edit: ok, I ran...
- Wed Aug 03, 2016 5:45 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 498456
Re: Simple Questions and Short Answers
hello, quick question: any simple way to find the minimum (or maximum, though actually I dont care in this case) value of a series of chests? I realise that by the wires add up chest contents - is there any way to get minimum, short of having a combinator per chest? On a related note can one have a ...
- Wed Aug 03, 2016 5:39 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 498456
Re: Simple Questions and Short Answers
I think I've got a problem with heavy oil, I've got a row of cracking plants that cracks heavy oild to light oil. when I connect the heavy oil pip to the input pips on the plant the oil only moves left, if I connect thew input pipe to the right most plant the oil reaches the left most plant but id ...
- Wed Aug 03, 2016 12:00 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 319619
Re: [MOD 0.13] Orbital Ion Cannon 1.3.1
so you know what question comes next...what are they?! I recognise Foreman but not the others.Nexela wrote:That looks sexy! and as long as it is 32x32 will look really nice next to the rest of my mods!
- Tue Aug 02, 2016 11:19 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 319619
Re: [MOD 0.13] Orbital Ion Cannon 1.3.1
I've been thinking that ion cannon blasts should be lighting everything on fire, as well as destroying things outright. IonCannonFlames.jpg You could ignite forest fires from orbit. Your thoughts? I think it would be awesome to have two variants, each a seperate launched type (plus side is gives a ...
- Tue Aug 02, 2016 8:13 pm
- Forum: Gameplay Help
- Topic: Game end 'kill list' - any way to see it after?
- Replies: 2
- Views: 2457
Game end 'kill list' - any way to see it after?
I quite enjoyed seeing how many fish I had killed. Is there a way to call up the same 'victory - kill list' again during the end-game phase? edit: especially now with the flamethrower beefed up I frequently set fire and destroy vast blocks of combinators and factory blocks. I would be amused that I ...
- Tue Aug 02, 2016 3:50 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 319619
Re: [MOD 0.13] Orbital Ion Cannon 1.3.1
hello
i havent used Ion Cannon mod before but before I install it on my main save - how does this interact with a) normal rockets sent score and b) score extended mod? Is it all fine and dandy?
i havent used Ion Cannon mod before but before I install it on my main save - how does this interact with a) normal rockets sent score and b) score extended mod? Is it all fine and dandy?