Search found 89 matches
- Sun Apr 21, 2019 1:37 am
- Forum: Combinator Creations
- Topic: Easily tileable 7-segment display [0.17]
- Replies: 7
- Views: 10558
Re: Easily tileable 7-segment display [0.17]
Did u get the noleading 0's? i got a solution with a couple more combis: Thanks! 10/10 perfection :) My pleasure ^^ glad is usefu, where do u put it? show us if u want :) Here's an easily-tileable 11 segment display using far fewer combinators: This works by exploiting the fact that conditions on l...
- Sat Apr 20, 2019 4:06 am
- Forum: Combinator Creations
- Topic: Easily tileable 7-segment display [0.17]
- Replies: 7
- Views: 10558
Re: Easily tileable 7-segment display [0.17]
Very nice digits, I'm using some very nice smaller ones. Did u get the noleading 0's? i got a solution with a couple more combis: 0eNrtXWtu20YQvguB/inklPvk0kALJHbsO7QIBNlmEgJ6gaLSGoEO0Hv0ZD1JSSmNnV2OuLNeWlx7/wSWH0Pxm/nm8e2I+ZrczLfFuiqXdXL+NSlvV8tNcv7H12RTflrO5u336vt1kZwnZV0skkmynC3aV3fFbXlXVGe3q8VNu...
- Sat Apr 20, 2019 2:30 am
- Forum: News
- Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
- Replies: 40
- Views: 20984
- Tue Apr 09, 2019 12:21 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Editor Shift Drag Box / Rectangle selection in Blueprint Editor
- Replies: 4
- Views: 1921
Re: Blueprint Editor Shift Drag Box
Hello, I was thinking to make the same suggestion, so you can include or exclude areas in blueprint editing rather than individual entities. Why is this suggestion not more popular?
- Fri Apr 05, 2019 7:36 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 58181
Re: Friday Facts #289 - Character GUI
Hello, I am really concerned that you remove the tooltip for logistics. I like a lot the statistics it brings in a comfortabel way. In fact sometimes i request something just to know how many of that is in the LN. I know you can use the L statistics and search but it is info for free of the things y...
- Thu Apr 04, 2019 12:46 pm
- Forum: Implemented Suggestions
- Topic: Sync mods with save and load game
- Replies: 6
- Views: 2364
Re: Sync mods with save and load game
Oh God, give me eyes to see! most useful/unnoticed button. The new gui and bad old habits , thank you a lot.
- Thu Apr 04, 2019 12:40 pm
- Forum: Implemented Suggestions
- Topic: Sync mods with save and load game
- Replies: 6
- Views: 2364
Re: Sync mods with save and load game
Hi Bilka, is there a setting for this? because I have just tested it and my factorio just loads my saves with the mods i have active. It does not prompt me. In multiplayer indeed is like you say but for my saves is not working.
- Thu Apr 04, 2019 12:34 pm
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 63734
Re: Blueprints: Mirror/flip
I support this idea, i liked the flipping that KBM had and i used it without many problems, fluids and trains.. ok but it is still less painful than doing everything again, you can flip sections and copy-paste.
- Thu Apr 04, 2019 12:25 pm
- Forum: Implemented Suggestions
- Topic: Sync mods with save and load game
- Replies: 6
- Views: 2364
Re: Sync mods with save and load game
I was searching for a similar topic since I thought I could not be the only one. I think that the system could be very similar to the sync to multiplayer games but for your own saves so you can choose what mods keep active, etc. The multiplayer now works really well, i don't know why for your own sa...
- Mon Apr 01, 2019 4:54 pm
- Forum: Not a bug
- Topic: Linux openGL context in .17
- Replies: 3
- Views: 1447
Re: Linux openGL context in .17
Thank you for your always quick reply! At least you pointed me in the direction of the problem. I guess some of my removing proprietary drivers is the root cause since the graphics card is modern. You are great.
- Mon Apr 01, 2019 3:41 pm
- Forum: Not a bug
- Topic: Linux openGL context in .17
- Replies: 3
- Views: 1447
Linux openGL context in .17
Hello, I just tried Factorio on linux, i love that you support free (or almost) operating systems, please keep doing it. I tried first with the last .17 and got a crash about openGL. I tried with .16 and it worked quite well, still looks like it complains a bit about video memory. Then i logged in a...
- Thu Mar 28, 2019 11:41 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: AWD (Auto Wall Defence) by NAD4X4 - Updated 27/11/2020 V6.1
- Replies: 7
- Views: 10534
Re: AWD (Auto Wall Defence) by NAD4X4
Hello, I came across your system in expgamingS3 server, I've been using it and I've to tell you i like it a lot! It is very nice and well polished, really a peace of work! If you want you can go and see on the server I built tons of walls with the system and it was pretty efficient. Now it comes the...
- Sat Mar 16, 2019 4:40 pm
- Forum: Combinator Creations
- Topic: Pointless Modular Loops - that work
- Replies: 1
- Views: 2336
Re: Pointless Modular Loops - that work
It shoudl be possible to set the recipes via circuit network, have you tried?
- Wed Mar 13, 2019 10:51 pm
- Forum: Combinator Creations
- Topic: Logistics Router
- Replies: 5
- Views: 6059
Re: Logistics Router
Hello, it looks very nice, congratulations and thanks for sharing. A lot of time to develop such a system eh? xD worst is debugging :mrgreen:. I have developped similar system to request different materials into buffers from the same train stations. So i did a order booking system for the buffer tha...
- Thu Mar 07, 2019 6:52 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 65366
Re: Friday Facts #284 - 0.17 experimental
Hahahaha, well maybe... I understand you have to limit the features and options or this becomes a bit wild. It may be practical to redirect any train but this may lead to miss-clicks and diverting trains into places there is no return or there is some problem. Calling any train to a point... i can ...
- Thu Mar 07, 2019 5:41 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 65366
Re: Friday Facts #284 - 0.17 experimental
Here comes the BUT, can you please make it possible that if you are inside a train (maybe inside the locomotive) you can ctrl+click in your map to go-to there with the train you are into without opening that particular train GUI? It's probably not that easy, but as soon as that feature is in, the n...
- Thu Mar 07, 2019 12:34 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 65366
Re: Friday Facts #284 - 0.17 experimental
Hello all and sorry to ask this here without going through all the previous discussion but i have too many furnaces waiting for me to automate :). I love the new ctrl+click on the train GUI to go to a "temporary" station, I'm really using it a lot and I like it even more than i thought. He...
- Mon Feb 25, 2019 1:51 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155544
Re: Friday Facts #283 - Prepare to Launch
I'm really starting to need to play .17, so much hard work and so many new surprises... I need to crash on that planet YOU HEAR MEEE!! thx
- Fri Feb 01, 2019 11:00 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88606
Re: Friday Facts #280 - Visual Feedback is the king
What is the use case for waypoints? I've never felt like I needed to build one. Imagine you want some separated tracks so you can make a waypoints for fast trains vs slow trains or... I mean, use cases in Factorio... :geek: :mrgreen: I think it is a great feature. Also there are some good questions...
- Mon Aug 27, 2018 10:33 am
- Forum: Tools
- Topic: Factsim - A Factorio combinator simulator
- Replies: 12
- Views: 11614
Re: Factsim - A Factorio combinator simulator
Hey I got some interest from another player on PM, would you also be interested in doing/improving this? ^^