Search found 68 matches

by CorBlimey
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...
by CorBlimey
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 ;)
by CorBlimey
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 wrote:Ok should be fixed in 1.2.4
Klonan, does your involvement give any hint that things like upgrades and filtered deconstruction will make it into vanilla? ;)
by CorBlimey
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...
by CorBlimey
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?
by CorBlimey
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...
by CorBlimey
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...
by CorBlimey
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...
by CorBlimey
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,...
by CorBlimey
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...
by CorBlimey
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?

Adil wrote:Doesn't it show up on any gameover? Like if you headbutt the train. Just save beforehand.
doh! Oh yeah. I haven't died for a while on my current game and forgot.

Excellent - my Ion Cannons are now a shortcut to the stats screen.

Thanks
by CorBlimey
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?
by CorBlimey
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...
by CorBlimey
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...
by CorBlimey
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 ...
by CorBlimey
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 ...
by CorBlimey
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

Nexela wrote:That looks sexy! and as long as it is 32x32 will look really nice next to the rest of my mods!
shuttletrain_button_resize.png
so you know what question comes next...what are they?! :) I recognise Foreman but not the others.
by CorBlimey
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 ...
by CorBlimey
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 ...
by CorBlimey
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?

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