The rail segment is really cool and useful however how about making the line segments arrows as it is possible to have a missing signal on only one side of the rail
This. It would be really beneficial to those of us trying to make rather complex train systems. I can do track, but I'll be @#$%ed if ...
Search found 47 matches
- Sun Jul 30, 2017 2:15 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 79415
- Tue Jul 04, 2017 7:12 pm
- Forum: Implemented Suggestions
- Topic: Unbinding Hotkeys
- Replies: 0
- Views: 1132
Unbinding Hotkeys
So this suggestion certainly isn't new, but the forum search and google didn't turn up anything helpful. Please let me unbind hotkeys in the menu! If there is a way, i could also not find it btw (usually games have an "unbind" button somewhere). This is really badly needed if you play with a couple ...
- Fri Jun 23, 2017 9:59 am
- Forum: Angels Mods
- Topic: [0.15.21] Best bug ever, get better refinerys for free
- Replies: 8
- Views: 5123
Re: [0.15.21] Best bug ever, get better refinerys for free
Also the Advanced Gas Refinery is actually worse, Crafting speed of 1 instead of 1.5 (for the Gas Refinery), while also being 6x6 instead of 4x4. (Power consumption is also higher, but who cares)
This part isn't a bug; it's like the chemical plant/advanced chemical plant. The simple version is ...
This part isn't a bug; it's like the chemical plant/advanced chemical plant. The simple version is ...
- Thu Jun 22, 2017 2:41 pm
- Forum: Angels Mods
- Topic: [0.15.21] Best bug ever, get better refinerys for free
- Replies: 8
- Views: 5123
Re: [0.15.21] Best bug ever, get better refinerys for free
There's also another bug in that regard: The Gas Refinery MK2 has all inlets and outlets one further out (in the air basically) then needed.
Also the Advanced Gas Refinery is actually worse, Crafting speed of 1 instead of 1.5 (for the Gas Refinery), while also being 6x6 instead of 4x4. (Power ...
Also the Advanced Gas Refinery is actually worse, Crafting speed of 1 instead of 1.5 (for the Gas Refinery), while also being 6x6 instead of 4x4. (Power ...
- Fri Jun 16, 2017 2:20 pm
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 33150
Re: Pollution is counter-intuitive?
Completely aside from the main discussion here, why would anyone ever, ever use efficiency modules? The only reason i produce a couple of them is for power armor mk2. It is just that much better to simply plop down another solarfield or steamengine line.
The problem with steam is like I said it ...
- Fri Jun 16, 2017 10:45 am
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 33150
Re: Pollution is counter-intuitive?
Efficiency Modules
Tier 1 (miners, assemblers, etc.) and 2 (furnaces) efficiency modules are easily the most used, and also fairly cheap, tier 3 has very few uses. To save 80% of your energy usage I often see them used before the far larger investment of tier 3 productivity+speed, and in many ...
- Tue May 09, 2017 10:27 am
- Forum: Modding help
- Topic: Energy consuming Weapons
- Replies: 9
- Views: 4346
Re: Energy consuming Weapons
Why not just make as someone said, a battery-type ammo? Perhaps you can script it so when it depletes it spawns a depleted battery cell in your inventory, you would have to "Charge" in an assembler-like machine?
Unless you wanted to have it run from your power armour? Then my guess would be to ...
Unless you wanted to have it run from your power armour? Then my guess would be to ...
- Tue May 09, 2017 12:12 am
- Forum: Modding help
- Topic: Energy consuming Weapons
- Replies: 9
- Views: 4346
Re: Energy consuming Weapons
Turrets have 4 entity types (Ammo, Electric, fluid and no input, used by gun turret, laser turret, flame turret and worms respectfully)
Weapons used by the player, or vehicles like car and tank only have one type, Ammo, therefore all consume an item.
Equipment grid weapons also only have one type ...
Weapons used by the player, or vehicles like car and tank only have one type, Ammo, therefore all consume an item.
Equipment grid weapons also only have one type ...
- Mon May 08, 2017 10:12 pm
- Forum: Resolved Problems and Bugs
- Topic: Suicide with mod-weapon crashes game
- Replies: 2
- Views: 3313
Re: Suicide with mod-weapon crashes game
Damn, you guys are just too fast
Thanks!
- Mon May 08, 2017 9:26 pm
- Forum: Resolved Problems and Bugs
- Topic: Suicide with mod-weapon crashes game
- Replies: 2
- Views: 3313
Suicide with mod-weapon crashes game
I'm currently making a weapon-mod (actually finished, this is the last issue), in which the weapon can also harm the player itself. If you kill yourself during running and shooting, the game crashes: log . This is only while running, killing oneself while standing still works fine. (Killing other ...
- Mon May 08, 2017 11:26 am
- Forum: Modding help
- Topic: Energy consuming Weapons
- Replies: 9
- Views: 4346
Re: Energy consuming Weapons
After looking into it some more, it seems this is just not possible right now. Very sad, but oh well. Hope the devs make that possible at some point 
- Sun May 07, 2017 6:58 pm
- Forum: Modding help
- Topic: Energy consuming Weapons
- Replies: 9
- Views: 4346
Re: Energy consuming Weapons
First of all, thanks for the answer!
I realized i probably didn't make it clear, but i want to make a gun, not a turret. I just looked at the laser turret because it's the only weapon in the base game that operates solely on electricity.
The electricity for the gun would come from the power armor.
I realized i probably didn't make it clear, but i want to make a gun, not a turret. I just looked at the laser turret because it's the only weapon in the base game that operates solely on electricity.
The electricity for the gun would come from the power armor.
- Sun May 07, 2017 5:51 pm
- Forum: Modding help
- Topic: Energy consuming Weapons
- Replies: 9
- Views: 4346
Energy consuming Weapons
I was wondering (and actually trying around) if it is possible for weapons to consume energy in any way, preferably instead of using normal ammunition?
Using consumption_modifier = 0 with a 1stack ammo is a kinda workaround for the latter part, but adding energy_consumption = "1MJ" to the ammo ...
Using consumption_modifier = 0 with a 1stack ammo is a kinda workaround for the latter part, but adding energy_consumption = "1MJ" to the ammo ...
- Fri Apr 28, 2017 11:10 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 127649
Re: [MOD 0.14.x] Bottleneck
Yeap updating works for that. I reported the factorio bug responsible for that actually: viewtopic.php?f=11&t=44870
It was fixed in 0.15.3.
It was fixed in 0.15.3.
- Fri Apr 28, 2017 2:08 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 127649
Re: [MOD 0.14.x] Bottleneck
That's great to hearNexela wrote:I will update logistics momentarily,
Also Bottleneck and Logistics will get a slight facelift in the future
- Fri Apr 28, 2017 11:01 am
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 127649
Re: [MOD 0.14.x] Bottleneck
Just as an FYI, Bottleneck Logistics also works, (kinda as expected) by just upping the version number in the info.json.
Both mods would benefit from having the option to put the colored icon on the highest level in the draw order, here is why: http://i.imgur.com/xZef266.jpg
Notice the covered icon ...
Both mods would benefit from having the option to put the colored icon on the highest level in the draw order, here is why: http://i.imgur.com/xZef266.jpg
Notice the covered icon ...
- Fri Apr 28, 2017 10:35 am
- Forum: General discussion
- Topic: Is that piece of junk toy rocket an atomic bomb ???!
- Replies: 35
- Views: 17862
Re: Is that piece of junk toy rocket an atomic bomb ???!
Yeah the nuke is disappointing. I was expecting a long range launch system, a much larger explosion, more damage, and at least a crater
The dev should definitely make some changes about this, the toy rocket is unacceptable.
From what it looks like right now i think it's a dummy implementation ...
The dev should definitely make some changes about this, the toy rocket is unacceptable.
From what it looks like right now i think it's a dummy implementation ...
- Tue Apr 25, 2017 8:18 pm
- Forum: Resolved Problems and Bugs
- Topic: LuaEntity.is_crafting() seems bugged
- Replies: 2
- Views: 1770
Re: LuaEntity.is_crafting() seems bugged
Aight, thanks! 
- Tue Apr 25, 2017 6:20 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 127649
Re: [MOD 0.14.x] Bottleneck
trold/Nexela, is one of you planning to update this for 0.15? Unfortunately just changing the version doesn't work, it errors on start: http://i.imgur.com/TQYEzyl.png
I don't know enough about factorios data structures, otherwise i would fix it myself.
Hey i would be thankful if i also can a ...
I don't know enough about factorios data structures, otherwise i would fix it myself.
Hey i would be thankful if i also can a ...
- Tue Apr 25, 2017 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: LuaEntity.is_crafting() seems bugged
- Replies: 2
- Views: 1770
LuaEntity.is_crafting() seems bugged
I'm 99% sure this isn't working correctly in 0.15.1. This always evaluates to false, no matter what is happening in the furnace/assembling machine. Am i doing something wrong here? Otherwise i'll post a thread in the bug-forum.