The module graphics definitely fit fFactorio currently, but it would be cool for new module graphics, like the tech graphics (which look much better and more detailed).
There is the question of how to identify the modules easily and quickly when you're using all of them at once.
Search found 299 matches
- Sun Sep 11, 2016 6:02 am
- Forum: General discussion
- Topic: module sprite source?
- Replies: 2
- Views: 2089
- Wed Aug 31, 2016 4:40 pm
- Forum: General discussion
- Topic: Come and Guess #3: Stable Version of 0.14
- Replies: 14
- Views: 4893
- Tue Aug 30, 2016 2:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.1][Modded (?)] Game freezes when mousing over item
- Replies: 4
- Views: 2595
[Rseding91] [0.14.1][Modded (?)] Game freezes when mousing over item
I'm on Windows 10, Factorio 0.14.1, and these mods: http://i.imgur.com/gYG8YvQ.png How to recreate: 1. Craft an item, or look at the research screen. 2. Mouse over an item in the crafting queue, or an item unlock in a tech. 3. Proceed to game freeze, then to the game resuming. This doesn't happen on...
- Fri Aug 26, 2016 11:49 am
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 61289
Re: Version 0.14.0
jesus christ that was fast
Also, woo, equipment grids in vehicles! Let's give our tanks some shields!
Also, woo, equipment grids in vehicles! Let's give our tanks some shields!
- Mon Jul 25, 2016 4:25 pm
- Forum: Ideas and Suggestions
- Topic: [0.13+(?)] Modded Configs in the config folder
- Replies: 0
- Views: 512
[0.13+(?)] Modded Configs in the config folder
So we now can assign custom keybinds for mods. Woohoo, but currently, these keybinds are just shoved into the vanilla config, and other config settings for mods have to be stored in the mod's ZIP. If there's an interface to create custom configs for mods that appear in the config folder, it could ma...
- Mon Jul 25, 2016 4:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Laptop battery
- Replies: 7
- Views: 3322
Re: Laptop battery
So a rechargable, movable Accumulator?
You're better off just connecting everything to the same electric network. I'm not even sure if you can even store electricity in items in your inventory yet.
You're better off just connecting everything to the same electric network. I'm not even sure if you can even store electricity in items in your inventory yet.
- Sun Jul 24, 2016 7:48 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Wire-based Mass Storage
- Replies: 1
- Views: 892
[IDEA] Wire-based Mass Storage
I was taking in the /r/Factorio Discord today, and I got an idea for a wire-based inventory mod, similar to AE2 in modded Minecraft. This would be an "upgrade" to the robot logistic network, as this is instantaneous VS. taking some time to deliver items. First off, in order for the mod to ...
- Sat Jul 23, 2016 4:17 am
- Forum: Mods
- Topic: [0.15.x] Complicated Recipes [1.1.13]
- Replies: 24
- Views: 13915
Re: [0.13.x] Complicated Recipes [1.0.0!!]
WOOHOO 1.0.0 AND 1.0.1 RELEASED!
download it on github or factorio mods website, both in the OP
download it on github or factorio mods website, both in the OP
- Fri Jul 15, 2016 1:52 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Ideas to Improve the Rail-Planner (Bring back the Curved Rail)
- Replies: 15
- Views: 5467
[0.13] Ideas to Improve the Rail-Planner (Bring back the Curved Rail)
See next page ( https://forums.factorio.com/viewtopic.php?f=6&t=29090&start=10#p185160 ) for a list of ideas, that has been fallen out of this thread -- ßilk As it stands, there are 3 ways of placing rails: Place straight rails manually, fiddle with the new rail placer tool to place a curve...
- Fri Jul 15, 2016 2:43 am
- Forum: General discussion
- Topic: Is loop based train design totally broken?
- Replies: 21
- Views: 24364
Re: Is loop based train design totally broken?
I don't know what you're doing, but here's some tips: Allow at least 1 train length of track before and after the station junction. This'll let a train about to leave the station a place to wait if another train is passing through the loop. Place a loop after the station, following the above bullet....
- Wed Jul 13, 2016 11:53 am
- Forum: Modding help
- Topic: Not all items showing up, even when all tech is researched
- Replies: 2
- Views: 1166
Re: Not all items showing up, even when all tech is researched
recipes = { ['logistics'] = 'basic-transport-belt-to-ground-hood', ['logistics'] = 'basic-splitter-mechanism', ['logistics-2'] = 'fast-transport-belt-to-ground-hood', ['logistics-2'] = 'fast-splitter-mechanism', ['logistics-2'] = 'fast-belt-surface', ['logistics-2'] = 'stack-inserter-arm', ['logist...
- Wed Jul 13, 2016 11:37 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
- Replies: 168
- Views: 126778
Re: Yuoki Industries - Railways Core 0.3.9 (f0.13.1+)
2 suggestions, as I posted in the mods.factorio.com discussion: 1. Tenders should move items with fuel values into the nearest locomotive for refueling. When a connected locomotive has no items in its fuel slots, the tender should place 4-5 items with fuel values into the locomotive slots, and remov...
- Wed Jul 13, 2016 2:36 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.8] Train GUI is affected by player inventory size
- Replies: 5
- Views: 3841
Re: [0.13] Train GUI too large; cuts off at the bottom
I've been testing this out for a bit, and it turns out that large player inventory causes the train GUI to clip the bottom. At 120 inventory slots: http://puu.sh/pZMZI/37012905e1.jpg At 230 inventory slots: http://puu.sh/pZNbE/7bb3d3dbd6.jpg The bug now might be that the train GUI is tied to player ...
- Tue Jul 12, 2016 1:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.8] Train GUI is affected by player inventory size
- Replies: 5
- Views: 3841
Re: [0.13] Train GUI too large; cuts off at the bottom
I see you have 0.13.9. Have you tried with 0.13.8, because that's what I have, and is the latest version available to the public.posila wrote:I think it is some mod resizing the train GUI for you. On vanilla at 1280x720 with 100% GUI size it looks like this:
- Tue Jul 12, 2016 12:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.8] Train GUI is affected by player inventory size
- Replies: 5
- Views: 3841
[Rseding91] [0.13.8] Train GUI is affected by player inventory size
EDIT: See this post: https://forums.factorio.com/viewtopic.php?f=7&t=28855#p183603 So the locomotive GUI is too large (on 1366x768, anyway). At 100% GUI size: http://puu.sh/pYZwr/3652b43ac1.jpg At 66% GUI size: http://puu.sh/pYZAS/25c25e775f.jpg You can't drag the GUI far enough to show the sli...
- Mon Jul 11, 2016 2:14 pm
- Forum: Modding help
- Topic: Not all items showing up, even when all tech is researched
- Replies: 2
- Views: 1166
Not all items showing up, even when all tech is researched
So in my latest commits for updating Complicated Recipes to 0.13.xx, the mod loads fine.
But then if you research the technologies, half of the items don't appear. Is there a fix to this?
But then if you research the technologies, half of the items don't appear. Is there a fix to this?
- Sun Jul 10, 2016 12:29 pm
- Forum: Mod portal Discussion
- Topic: author naming his mods 00xxxxx ...
- Replies: 20
- Views: 7420
Re: author naming his mods 00xxxxx ...
I have corrected his mod names, thanks for the notice Also, it occurred to me that there's no rules and terms of service mentioned there. Not when uploading the mod, neither for when using it as a communication platform. It uses the same TOS as our website, but i will work on an update to reflect t...
- Sun Jul 10, 2016 12:26 pm
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 26772
Re: Is the jump from science pack 2 to 3 too large?
Read through the thread, and I also agree on how my bases are always nice and tidy until I start to make oil, then it devolves into this absolute mess. I also agree on making Science Pack 3 easier by using "tier 1" oil products, then use "tier 2" oil products in Science Pack 4. S...
- Thu Jul 07, 2016 1:35 pm
- Forum: This Forum
- Topic: User Rank
- Replies: 35
- Views: 32082
Re: User Rank
Out of those three, only one is able to it.Phillip_Lynx wrote:bigyihsuan wrote:... I wonder who has 2500+ posts on the forum.
Quick search in the Memberlist :
ssilk : 7672
kovarex : 5398
bobingabout : 2674
Interesting.
- Thu Jul 07, 2016 12:13 pm
- Forum: Modding help
- Topic: Error in assignID: belt-surface not found
- Replies: 4
- Views: 1244
Re: Error in assignID: belt-surface not found
fuck i forgot to check those
thanks
thanks