Search found 207 matches
- Mon Dec 15, 2014 4:03 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 69587
Re: [MOD 0.10.2] Automatic Rail Laying Machine
Is anyone trying to get this working again in 11.6?
- Fri Dec 12, 2014 2:50 pm
- Forum: Ideas and Suggestions
- Topic: Relocation Blueprint
- Replies: 3
- Views: 1084
Re: Relocation Blueprint
Hmm... see the way I've always understood forums to work is that when a suggestion or idea is thought to be good, then the thread is active with people posting in it giving their opinions and having a good discussion. When a thread is active it stays on the first page. Now every once in a while the ...
- Fri Dec 12, 2014 2:24 pm
- Forum: General discussion
- Topic: Ideas about the "End Game"
- Replies: 17
- Views: 4230
Re: Ideas about the "End Game"
hehe not sure I`d really want that spacesloth, but great narrative and imagery. Lol`d for real
- Thu Dec 11, 2014 10:40 pm
- Forum: Releases
- Topic: Version 0.11.6
- Replies: 51
- Views: 46820
Re: Version 0.11.6
The stricter canplaceentity() has broken the autoraillayer mod, just a heads up
- Thu Dec 11, 2014 10:25 pm
- Forum: General discussion
- Topic: Ideas about the "End Game"
- Replies: 17
- Views: 4230
Re: Ideas about the "End Game"
I like the thought of a never ending game. When you play a "factorio" right now the you start in the burner stage....the challenge is to get some kind of automation going, then there is the red and green science era where things actually start to look like a factory but the recipes have a ...
- Tue Dec 09, 2014 11:30 pm
- Forum: Ideas and Suggestions
- Topic: some suggestions
- Replies: 3
- Views: 2766
Re: some suggestions
Theres a couple of really great posts stickied at the top of this forum that I think you could find very useful. The first one FREQUENTLY SUGGESTED IDEAS contains a helpful list that helps us not go around in circles always rehashing the same five ideas. The second one is a helpful guide with the to...
- Tue Dec 09, 2014 11:20 pm
- Forum: Ideas and Suggestions
- Topic: Filtered Chest Indicator
- Replies: 5
- Views: 1362
Re: Filtered Chest Indicator
It`s just a matter of opinion but I think it would be better if the amount of slots unblocked was indicated.
- Tue Dec 09, 2014 8:34 pm
- Forum: General discussion
- Topic: Ideas about the "End Game"
- Replies: 17
- Views: 4230
Re: Ideas about the "End Game"
like sim city?? :P yes but the point? What is new? What can you get from somewhere that you do not have?? I'm not trying to tell anyone I have the answer. I'm trying to start a discussion. We spend so much time on this board analysing every little detail of this game, I just thought it would be fun...
- Tue Dec 09, 2014 6:08 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 9834
Re: Train coupling and decoupling
Thats how I'm feeling too, unfortunately this might be a case of having a solution in search of a problemJLBShecky wrote:I am wondering how well it would work out in terms of playability at the moment. The model RR in me really wants to do it but it would be so much work.
- Tue Dec 09, 2014 5:13 pm
- Forum: General discussion
- Topic: Ideas about the "End Game"
- Replies: 17
- Views: 4230
Ideas about the "End Game"
I was discussing an idea for a mod and it got me thinking about what I would like to see as end game content and wondering about what other people envision. What I've started to envision would be shifting the scale of the factory up one notch. Imagine building a factory bigger than any we have seen ...
- Tue Dec 09, 2014 4:44 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 9834
Re: Train coupling and decoupling
I'm really at the concept stage right now. Basically I saw a pic of a railyard somewhere and thought "That would be a cool mod project for Factorio". My vision is still foggy about what this would actually accomplish. My ideas so far: - Outpost would fill wagons - A locomotive follows a ro...
- Tue Dec 09, 2014 4:05 pm
- Forum: Gameplay Help
- Topic: Can't shoot from car
- Replies: 8
- Views: 7230
Re: Can't shoot from car
Although judging by the concept art the devs posted for the car in their last news update, cars will be getting a gun soon
- Tue Dec 09, 2014 2:33 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 9834
Re: Train coupling and decoupling
Interesting, thank you very much ... I'm gonna start playing around with all of this and if I can get to the point where all I'm missing is the coupling and decoupling I'll request those on the api request forum.
- Mon Dec 08, 2014 10:29 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Foreman - Blueprint Manager
- Replies: 71
- Views: 85350
Re: [Mod 0.11.x] Foreman - Blueprint Manager
Just a theory here and I know it would be less than ideal but what about having a clearly indicated section in one of the mod's files where one could go paste their blueprint strings?
- Mon Dec 08, 2014 10:20 pm
- Forum: Ideas and Suggestions
- Topic: Railroad crossings
- Replies: 16
- Views: 3603
Re: Railroad crossings
I love the whistle post idea
- Mon Dec 08, 2014 8:41 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 9834
Re: Train coupling and decoupling
AS MF- stated though we would also need access to manual train controls in the api for the coupling and decoupling to be of any use.
- Mon Dec 08, 2014 6:36 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Foreman - Blueprint Manager
- Replies: 71
- Views: 85350
Re: [Mod 0.11.x] Foreman - Blueprint Manager
Would it be possible to have foreman load multiple blueprint strings from a text file? It would be nice to load all my blueprints into a new game with a single button press.
- Mon Dec 08, 2014 2:46 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 9834
Re: Train coupling and decoupling
Too bad, would have been fun to try and implement an automated rail yard
- Sat Dec 06, 2014 2:15 am
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 9834
Train coupling and decoupling
I'm fully expecting to be disappointed but I still have to ask: Are the necessary functions to couple and decouple wagons on a train exposed via the modding api? I've got an idea for a mod but no sense going any further if it can't be done
- Fri Dec 05, 2014 4:26 pm
- Forum: Ideas and Suggestions
- Topic: Oil Refinery RANT
- Replies: 10
- Views: 15704
Re: Oil Refinery RANT
If your light and heavy keep filling up get advanced oil processing and crack them. If petroleum is full, what's the problem? Seriously in every case I can think of its possible to design a layout with advanced oil processing where this never happens.