Search found 1596 matches

by jodokus31
Sun Jan 03, 2021 1:11 pm
Forum: Gameplay Help
Topic: Construction bots lagging
Replies: 6
Views: 4064

Re: Construction bots lagging

One time I had a huge lag. It was because of too much ghosts in a not roboport covered area.
by jodokus31
Sat Jan 02, 2021 8:04 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 46975

Re: Industrial Revolution 2 discussion

Does anyone know how to activate the Deconstruction planner in IR2? I guess you have a fresh installation of factorio If it works like in normal game, then the buttons should unlock with researching bots. There's also a command to unlock the buttons Anyway, the shortcut should work already: Alt-D (...
by jodokus31
Sat Jan 02, 2021 8:01 am
Forum: Gameplay Help
Topic: Why haven't biters and such attacked my factory?
Replies: 5
Views: 2119

Re: Why haven't biters and such attacked my factory?

You will also get an achievement shortly before they come the first time ever:
"It stinks and they dont like it"
https://wiki.factorio.com/Achievements
by jodokus31
Sat Jan 02, 2021 7:55 am
Forum: Mod portal Discussion
Topic: Website mods.factorio.com defaults to version 1.0
Replies: 4
Views: 1336

Re: Website mods.factorio.com defaults to version 1.0

Silari wrote:
Sat Jan 02, 2021 5:50 am
Change it to https://mods.factorio.com/?version=1.1 and search will stay at 1.1.
Thank you. I changed it already
by jodokus31
Fri Jan 01, 2021 1:36 pm
Forum: Ideas and Suggestions
Topic: Modpacks with specific mod versions
Replies: 15
Views: 1698

Re: Modpacks with specific mod versions

What this suggestion currently describes is only the very, very top of the iceberg. Because it cannot solve all conflicts. Yes, I know. It's not a complete approach for solving the "dependency hell". But, it rather tries to solve the use-case, where the "modpacker" exactly knows...
by jodokus31
Thu Dec 31, 2020 9:59 pm
Forum: Ideas and Suggestions
Topic: Modpacks with specific mod versions
Replies: 15
Views: 1698

Modpacks with specific mod versions

TL;DR Modpacks are able to define the version of the containing mods. With this info, you can resync your active mods to the specified mod versions This suggestion is a follow-up of https://forums.factorio.com/viewtopic.php?f=66&t=53696 and was sketched briefly here: https://forums.factorio.com...
by jodokus31
Thu Dec 31, 2020 8:34 pm
Forum: Mod Packs / Libs / Special Interest
Topic: How to download all needed mods?
Replies: 3
Views: 2424

Re: How to download all needed mods?

You can install this modpack mod:
https://mods.factorio.com/mod/multiplay ... me_modpack
It will automatically download all dependency mods except the optional mods listed here: https://mods.factorio.com/mod/multiplay ... /downloads
by jodokus31
Thu Dec 31, 2020 1:04 pm
Forum: Ideas and Suggestions
Topic: Auto rotate signals even when placed as ghosts
Replies: 20
Views: 3758

Re: Auto rotate signals even when placed as ghosts

So, when I ghost print a pipe it's pointing at a fixed 90 degrees. When the bot places it, it ..... rotates to connect to another pipe. If that isn't auto rotation, I don't know what is. When I ghost print a belt, if there is an adjacent belt, it will change the rotation in some cases. Again, how i...
by jodokus31
Thu Dec 31, 2020 8:20 am
Forum: Implemented Suggestions
Topic: Support for mod packs
Replies: 40
Views: 14191

Re: Support for mod packs

ssilk wrote:
Wed Dec 30, 2020 9:20 am
Sounds good. Please make a new suggestion. :D
Will do it. Thanks

EDIT: Here it is: viewtopic.php?f=6&t=93819
by jodokus31
Thu Dec 31, 2020 8:16 am
Forum: Ideas and Suggestions
Topic: Auto rotate signals even when placed as ghosts
Replies: 20
Views: 3758

Re: Auto rotate signals even when placed as ghosts

No, they don’t. Watch that behavior exactly! Pipes don’t have any rotation, and belts have complicated rules connecting other belts. Uhm, are we playing the same game? If you ghost print a pipe down the bot will fix the rotation when it places it to match adjacent pipes. Sure belts have complicated...
by jodokus31
Wed Dec 30, 2020 1:03 pm
Forum: Ideas and Suggestions
Topic: New stop condition for Trains...
Replies: 11
Views: 2774

Re: New stop condition for Trains...

:: If item count less / more for each wagon atm. we have condition to check for full/empty or item amount in cargo... but its not enough :/... Lets say that we have 1-2 and one wagon is empty but second is full... in this situation without balancer half of our smelters do nothing... This mod could ...
by jodokus31
Wed Dec 30, 2020 2:06 am
Forum: Mod portal Discussion
Topic: Mod licence issue
Replies: 5
Views: 1853

Re: Mod licence issue

Can we just stop this topic here, please? It will just lead to unpleasant discussions. I find players committing criminal copyright violations without intending to or being aware of more unpleasantness. To my perception, its not the problem, that players violate the copyright without knowing, but t...
by jodokus31
Wed Dec 30, 2020 1:00 am
Forum: Mod portal Discussion
Topic: Mod licence issue
Replies: 5
Views: 1853

Re: Mod licence issue

It is what it is.
Can we just stop this topic here, please? It will just lead to unpleasant discussions.
The worst case, is that mod developers will delete their mods to not fall under too hard restrictions
by jodokus31
Tue Dec 29, 2020 1:17 pm
Forum: Implemented Suggestions
Topic: Support for mod packs
Replies: 40
Views: 14191

Re: Support for mod packs

One problem is still, that you can't tie specific versions of mods together as a modpack ... If you make the modpack mod with dependencies with specific version f.e. "ScienceCostTweakerM = 1.1.1", it still downloads the latest version and the modpack mod appears red. ... However, you stil...
by jodokus31
Tue Dec 29, 2020 8:04 am
Forum: Ideas and Suggestions
Topic: Auto rotate signals even when placed as ghosts
Replies: 20
Views: 3758

Re: Auto rotate signals even when placed as ghosts

From your description it sounds like what you really need is an option to make Q always pick up a ghost cursor. Possibly limited to "when in map mod". Both of which are moddable. Nice Idea. The mod "Brave New World" does this (among a lot of other things!!). You also can pick th...
by jodokus31
Mon Dec 28, 2020 1:33 pm
Forum: Implemented Suggestions
Topic: Support for mod packs
Replies: 40
Views: 14191

Re: Support for mod packs

One problem is still, that you can't tie specific versions of mods together as a modpack F.e. Seablock: There is this "modpack mod": https://mods.factorio.com/mod/SeaBlockMetaPack But, if you install it, it gets the most recent versions of the mods. But newest ScienceCostTweaker is not rel...
by jodokus31
Mon Dec 28, 2020 7:59 am
Forum: Implemented Suggestions
Topic: Support for mod packs
Replies: 40
Views: 14191

Re: Support for mod packs

ssilk wrote:
Sat Dec 26, 2020 9:47 am
moved to implemented— ssilk
What? How?
by jodokus31
Sun Dec 27, 2020 11:03 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 144684

Re: [MOD 1.1] Sea Block Pack 0.5.0

Fyi: Science Cost Tweaker will get some changes. Don't know, if it will work without problem https://forums.factorio.com/viewtopic.php?p=528421#p528421 i have not found any loops due change in t1 and t3, when loading my sea block test save, also new ingredient recipe unlocked properly, but t3 is no...
by jodokus31
Sun Dec 27, 2020 10:47 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 50389

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

I'm playing seablock with this mod right now and it might just be me, but I'm not of making laboratories themselves complex to make. For example, I was trying to get purple science and I could do it, but the lab itself required tungsten plates, processing units and etc, which are used for yellow sc...

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