Search found 78 matches

by FalcoGer
Thu Mar 10, 2016 10:00 am
Forum: Frequently Suggested / Link Collections
Topic: Can the player be killed by train? (Train kills?!) ☸
Replies: 81
Views: 65705

Re: Can the player be killed by train? (Train kills?!) ☸

I guess you can build a convoluted system with the pressure plate mod and the smart belt mod that includes rail signals that are switchable by logic wire... Then again, there should be a way to manage railways. I mean this guy can build rocket silos, laser turrets and oil refineries. What's the prob...
by FalcoGer
Thu Mar 10, 2016 9:53 am
Forum: Ideas and Suggestions
Topic: Graph generator (Logic Information gathering and display)
Replies: 2
Views: 1510

Graph generator (Logic Information gathering and display)

Short: A building that accepts wire signals and records the data as graphs. Long: The graph generator would allow players to generate graphs as detailed or simple as they like for parts or the whole of their factory. The information would be globally accessible via the production key, where then you...
by FalcoGer
Thu Mar 10, 2016 9:42 am
Forum: Frequently Suggested / Link Collections
Topic: More Game Information (Statistics, Monitoring, Graphs)
Replies: 3
Views: 13145

Re: More Game Information (Statistics, Monitoring, Graphs)

Perhaps implement this into the wire network. It would make sense to collect those graphs via the wire signals and have them globally accessible. You put down one building (sized like a combinator or similar) per graph and add as many wire signals as you want, which get displayed into one graph. If ...
by FalcoGer
Thu Mar 10, 2016 9:32 am
Forum: Ideas and Suggestions
Topic: Power supply/demand/storage chart in power panel
Replies: 4
Views: 2398

Re: Power supply/demand/storage chart in power panel

I'm pretty sure this was suggested somewhere before. But yes, I totally agree. A chart for accumulator charge and production/consumption would be logical and useful
by FalcoGer
Thu Mar 10, 2016 9:13 am
Forum: Ideas and Suggestions
Topic: Power Logistics
Replies: 5
Views: 3320

Power Logistics

Add logistics to the power network. For example have a power pole automatically contain how many watts are produced, used and how much energy is stored in accumulators. Have (smart) accumulators which can provide their charge, independent from the whole grid's stored charge as a signal. Have smart p...
by FalcoGer
Thu Mar 10, 2016 8:10 am
Forum: Ideas and Suggestions
Topic: An Actual Trash Can
Replies: 10
Views: 10010

Re: An Actual Trash Can

Picking up that idea, it would be nice to have a waste slot in the inventory. when you place an item there it stays there for safety reasons so you can drag it back if you change your mind. but if you place another item on top, the first one will vanish, be lost forever and replaced by the new item....
by FalcoGer
Thu Mar 10, 2016 7:36 am
Forum: Ideas and Suggestions
Topic: Color filter API
Replies: 2
Views: 1209

Color filter API

Coloring based on who occupies a vehicle has been in the game since multiplayer came along, perhaps even before then. It uses a color filter on specific parts of a sprite, which in turn allows less memory and hard drive storage space to store different sprites which are basically the same except for...
by FalcoGer
Thu Mar 10, 2016 7:19 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 126319

Re: Yuoki Industries - Railways Core 0.0.6 (f0.12.11+)

By size I mean capacity. And it's mostly just to prevent UI clutter and to save on my graphics memory. it will most certainly break my game if I load all those train graphics, for no reason to boot.
I guess I could modify it myself, but I'm kinda lazy :P
by FalcoGer
Thu Mar 10, 2016 4:47 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 126319

Re: Yuoki Industries - Railways Core 0.0.6 (f0.12.11+)

new version 0.0.6 for factorio 0.12.11+ - all train-releated factorys or workshops work only with solid fuels, no electricity is needed you talk as if that's a good thing... it's a hassle, really. electricity is first used to get AWAY from hauling coal everywhere. Just my opinion though, obviously.
by FalcoGer
Thu Mar 10, 2016 4:45 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 126319

Re: Yuoki Industries - Railways Core 0.0.6 (f0.12.11+)

I am currently using rail tanker, which is a very good mod. However I dislike how the fluid transportation into the wagon is handled specifically. I found this with the tank wagons, but I don't need all the locomotives, wagons, rails, extra tile factories and whatnot, because frankly I don't really ...
by FalcoGer
Fri Sep 04, 2015 10:53 pm
Forum: Mods
Topic: [MOD 0.12.x] Resource Piles
Replies: 26
Views: 20092

Re: [MOD 0.12.x] Resource Piles

I wish there was a simple 5x1 or 7x1 chest for train stations. Storage sizes 2-3x Cargo wagon storage size. Would be so much faster to load trains if the chests were to share the contents. Also would be nice to have those things on rails as cargo wagons. Is there a mod that adds cosmetic cargo wagon...
by FalcoGer
Thu Sep 03, 2015 11:18 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209069

Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Doesn't work. Crashes game on save. I'll just not use this for now, it's not essential. Though It'll be a pain to upgrade all belts manually...
by FalcoGer
Mon Aug 31, 2015 10:04 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209069

Re: [MOD 0.12.1] Upgrade planner - v1.1.6

you could have a nice picture instead of the bulky text in the pannel
by FalcoGer
Mon Aug 31, 2015 9:45 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209069

Re: [MOD 0.12.1] Upgrade planner - v1.1.6

I ran into a weird bug in my multiplayer game: Everything works fine alone. A friend of mine joins the game, everything works fine. My friend leaves, I research the upgrade planer. (Not using it yet, as I don't have robots yet. I'm taking it slow, also rso is kinda hindering progress with very rare ...
by FalcoGer
Mon Aug 31, 2015 6:41 pm
Forum: Mods
Topic: [MOD 0.12.0+] Greenhouses 0.1.0
Replies: 46
Views: 45093

Re: [MOD 0.12.0+] Greenhouses 0.1.0

If'd be nice if the greenhouse actually reduces polution as 10 trees would...
by FalcoGer
Mon Aug 31, 2015 2:39 am
Forum: Modding help
Topic: Changed mod for personal use, ran in to a problem.
Replies: 8
Views: 6117

Re: Changed mod for personal use, ran in to a problem.

if you change recepies you have to reload the tech and recepies by console.

https://forums.factorio.com/wiki/inde ... odding_FAQ

Code: Select all

for i, player in ipairs(game.players) do player.force.resetrecipes() end
for i, player in ipairs(game.players) do player.force.resettechnologies() end
by FalcoGer
Sun Aug 30, 2015 7:17 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 41642

Re: Feedback

Thanks. I don't think I'd want to move all my rails... So I just have to go a little further out... And by a little I mean like 5 minutes of travel by train at top speed XD
by FalcoGer
Sun Aug 30, 2015 1:53 am
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 41642

Re: Feedback

if updated, is there a way to add the new resources to a current game without relocating/respawning all the rest? Or does it generate in new chunks only?

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