Search found 255 matches

by HeilTec
Fri Sep 11, 2015 10:42 pm
Forum: Multiplayer / Dedicated Server
Topic: Multiplayer via Evolve. Simple to start.
Replies: 42
Views: 61974

Re: Multiplayer via Evolve. Simple to start.

Amazing to see how overrepresented we danes seem to be in here.. We must be amazing people:D I'll register on evolve immediately. Frankly, I'm surprised that so many Danes like a high-complexity game. It's exceedingly unDanish. The best about us Danes is that we are so different from each other. Fa...
by HeilTec
Mon Sep 07, 2015 3:32 pm
Forum: Mod-/Installation-Handling
Topic: Quick swap of mods and saves
Replies: 4
Views: 8499

Quick swap of mods and saves

I like to avoid copying files when not needed, and the mklink /j command allows just that. To make it a little easier I use different versions of this: @ECHO Remove mods and saves Directories ( or junctions if that is what it is ) @ECHO Hit Ctrl-C to cancel ... pause rmdir mods rmdir saves mklink /j...
by HeilTec
Thu Sep 03, 2015 8:11 pm
Forum: Maps and Scenarios
Topic: [0.12.x] PvP Scenarios
Replies: 35
Views: 50897

Re: [0.12.x] PvP Scenarios

It is a hard choice - how much to buy of each.
init
by HeilTec
Tue Sep 01, 2015 2:39 am
Forum: Maps and Scenarios
Topic: [0.12.x] PvP Scenarios
Replies: 35
Views: 50897

Re: [0.12.x] PvP Scenarios

I was disappointed to be unable to ghost or use blueprint so I added these lines to the create_forces function game.forces.blue.technologies["automated-construction"].researched = true game.forces.blue.technologies["automated-construction"].researched = true I suppose being given...
by HeilTec
Mon Aug 31, 2015 11:31 pm
Forum: Maps and Scenarios
Topic: [0.12.x] PvP Scenarios
Replies: 35
Views: 50897

Re: [0.12.x] PvP Scenarios

I'd like to try the new PvP_Newlands_RvB.
How many players would be optimum?
by HeilTec
Thu Aug 27, 2015 3:52 pm
Forum: Mods
Topic: [MOD 0.12.11+] Concreted Rail Tracks
Replies: 40
Views: 34148

Re: [MOD 0.12] Concreted Rail Tracks

I found that I like bricks on the rails and concrete on the walkways.
This pattern seems to keep me from walking on the rails as much.
IMG
Placing rails on concrete bars could perhaps look nice.
img
by HeilTec
Wed Aug 26, 2015 9:33 pm
Forum: Combinator Creations
Topic: Logic Friday Design using combinators (Decision Tables/Karnaugh maps)
Replies: 5
Views: 12026

Re: Logic Friday Design using combinators

Lupoviridae wrote:Seeing this, I think it would be a REALLY great addition if it were made so that in in the Alt info overlay for the game, red and green wires were thicker/highlighted, like what you have in the diagram. It would really help.
Why stop there - show signals on the poles (as extended option)
by HeilTec
Wed Aug 26, 2015 1:21 pm
Forum: Combinator Creations
Topic: Logic Friday Design using combinators (Decision Tables/Karnaugh maps)
Replies: 5
Views: 12026

Re: Logic Friday Design using combinators

Which shows again, that decision tables/Karnaugh maps are a good idea to design circuits, see https://forums.factorio.com/forum/viewtopic.php?f=5&t=14413&hilit=decision+table Would be cool to make a pdf out of it, cause I guess, that this rtf cannot be displayed by everybody. Right on both ...
by HeilTec
Wed Aug 26, 2015 5:23 am
Forum: Combinator Creations
Topic: Logic Friday Design using combinators (Decision Tables/Karnaugh maps)
Replies: 5
Views: 12026

Logic Friday Design using combinators (Decision Tables/Karnaugh maps)

Experiment with Factorio and "Logic Friday" When designing any kind of logic functionality one must always start with some sort of specification. To get things rolling an example is needed. With the possibility to read Storage Tanks and control pumps by wire network - let's make a fluid b...
by HeilTec
Fri Aug 21, 2015 4:49 am
Forum: Maps and Scenarios
Topic: [0.12.x] PvP Scenarios
Replies: 35
Views: 50897

[0.12.x] PvP Scenarios - map example

This is a great idea. Having watched the tutorial video I commenced trying to make a map. Of the maps created none seemed fair in starting positions. Looking into the code I found that it could be written for easier reconfiguration of starting_inventory. Then It occurred to me that the script could ...
by HeilTec
Wed Aug 19, 2015 4:41 pm
Forum: Railway Setups
Topic: Compact Tileable Train Station
Replies: 8
Views: 20117

Re: Compact Tileable Train Station

They don't unload evenly when the belt is cogged, thus some chests remain full all the time, limiting throughput from cargo wagon to chests (for already full chests) and later on from chests to the factory (for chests already emptied). (...) But your preferences might just be different than mine :)...
by HeilTec
Wed Aug 19, 2015 4:36 pm
Forum: Railway Setups
Topic: Compact Tileable Train Station
Replies: 8
Views: 20117

Re: Compact Tileable Train Station

v2 + v3 added to OP
by HeilTec
Tue Aug 18, 2015 3:58 pm
Forum: Railway Setups
Topic: Compact Tileable Train Station
Replies: 8
Views: 20117

Re: Compact Tileable Train Station

Thank you for the responses.

The low tier belts limits the throughput. Upgrading will speed up unloading of the buffers.

The reddit thread got some good comments too you might like to read.
by HeilTec
Tue Aug 18, 2015 2:01 am
Forum: Railway Setups
Topic: Compact Tileable Train Station
Replies: 8
Views: 20117

Compact Tileable Train Station

Just finished designing a compact Tileable station. :D Unload_1-2-1.jpg Unload_1-2-1.v2.jpg Unload_1-2-1.v3.jpg I am looking for flaws before setting up a series of these. :?: Any and all constructive comments will be gratefully received. :idea: (Inspired by ColonelWill 's stream "Mega Base&quo...
by HeilTec
Wed Aug 12, 2015 3:26 am
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 8741

Re: Updating Smart Circuit Systems for 0.12

Missing event handler.

1) Place car in front of sensor.
2) Fuel car
3) Mine car with fuel.

Sensor still shows fuel.
by HeilTec
Wed Aug 12, 2015 2:36 am
Forum: Modding help
Topic: Migration scripts: a guide?
Replies: 25
Views: 11946

Re: Migration scripts: a guide?

Let's use the wiki - https://forums.factorio.com/wiki/inde ... on_scripts

If we work on this together that will become the guide.

(Just added "Enable recipes")
by HeilTec
Wed Aug 12, 2015 2:20 am
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 8741

Re: Updating Smart Circuit Systems for 0.12

I looked a bit into migration script and - voila - there it was.

I managed to create the needed scripts - Enabling new recipes.
https://www.dropbox.com/s/ubc7ma6iwt5uc ... 0.zip?dl=0
by HeilTec
Wed Aug 12, 2015 1:24 am
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 8741

Re: Updating Smart Circuit Systems for 0.12

Testing some more reveals that
1) If research was done before mod is installed item does not show up.
2) Research done after mod installation allows crafting and placing.

Electric switch tests ok when above is done.
by HeilTec
Wed Aug 12, 2015 12:13 am
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 8741

Re: Updating Smart Circuit Systems for 0.12

Thank you Kikkers for keeping this alive.

I seem to have trouble locating the Electric switch in both science and crafting.

Unknown key:
IMG
Hope this helps.
by HeilTec
Tue Aug 11, 2015 11:45 pm
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 8741

Re: Updating Smart Circuit Systems for 0.12

Giving it a spin ... we all expect much of the 013 but can't wait.

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