Search found 34 matches

by TaxiService
Fri Mar 08, 2019 11:42 am
Forum: Not a bug
Topic: [1.17.8] You can place signals in new spots. Bug?
Replies: 1
Views: 366

[1.17.8] You can place signals in new spots. Bug?

Hello! I'm pretty sure this wasn't possible in 0.16

Image

Here's how to do it



Is this intended? Been working in older .17 versions as well.
by TaxiService
Thu Feb 28, 2019 10:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Invisible train wagon entity
Replies: 2
Views: 821

Re: [0.17.2] Invisible train wagon entity

hi, found a way to make this reproducible in 1.17.3!

by TaxiService
Wed Feb 27, 2019 12:29 am
Forum: Technical Help
Topic: [0.17.1] Unexpected error when joining any multiplayer server
Replies: 4
Views: 862

Re: [0.17.1] Unexpected error when joining any multiplayer server

i was in the server aldldl was trying to join into, so I quit and tried rejoining for science. What happened the first time is this: I got past the "loading map" process and started catching up; then at about 75% the game just crashed with this log https://pastebin.com/KeYisqJ3 Afterwards ...
by TaxiService
Sun Nov 04, 2018 4:11 pm
Forum: Railway Setups
Topic: Quirky Stacker - Extendable/Modular
Replies: 3
Views: 4065

Re: Quirky Stacker - Extendable/Modular

wow!! it's like the one i made but completely different!! uncanny! :o

looks interesting. cant wait to check it out and see how you did it!
by TaxiService
Sat Jul 07, 2018 8:37 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 39490

Re: Friday Facts #243 - New GUI tileset

oh my god those gui elements look sexy af :Q
by TaxiService
Sat Jul 07, 2018 8:35 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 36554

Re: Friday Facts #250 - Dead end conclusion

^these two posts above are awesome, and so is proposal 0 by itself.

i only started playing in 0.16. Is there a reason for the apparent indifference regarding list-view proposals? :?

PS: shared library was pretty cool, i'm not sure how i feel about its planned removal.
by TaxiService
Sun Jul 01, 2018 2:16 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 44852

Re: Friday Facts #249 - Dead end exploration

First of all, changes described in fff #191 would be amazing. i would love to see those. that said, i... kind of don't like any of the proposals in fff #249. :( I like having blueprints as items, especially in multiplayer. (Also i don't like the idea of having a specialized hotbar mostly because i d...
by TaxiService
Tue Jun 12, 2018 1:40 pm
Forum: Railway Setups
Topic: Quirky Stacker - a stacker for differently-sized trains
Replies: 0
Views: 1685

Quirky Stacker - a stacker for differently-sized trains

Hi. One day a thought crossed my mind: "wouldn't it be cool if i could stack trains with different lengths in a single stacker?" I looked on factorioprints... and then the forums... but I wasn't able to find anything about this. :o I wanted a stacker with these characteristics: - it must b...
by TaxiService
Thu May 31, 2018 11:44 am
Forum: Ideas and Suggestions
Topic: Semaphores penalty multiplier
Replies: 7
Views: 2317

Re: Semaphores penalty multiplier/control

First of all, thanks for all the replies. The OP of that suggestion thread only talked about blocking certain routes completely, instead of increasing the pathfinder penalty. However, later in that thread, I suggested that it should also be possible to increase the pathfinder penalty. Nice! I'm glad...
by TaxiService
Wed May 30, 2018 6:34 pm
Forum: Ideas and Suggestions
Topic: Semaphores penalty multiplier
Replies: 7
Views: 2317

Semaphores penalty multiplier/control

Hi! Sorry if i bring up a thread from last year, but it's asking exactly what i wanted. Better than another thread, right? I too think that this feature would allow for much better train control with circuits. I am working on a circuit controlled stacker that can queue two trains behind each other o...
by TaxiService
Sun Apr 08, 2018 7:57 pm
Forum: Modding help
Topic: Alerting enemies from afar
Replies: 6
Views: 1500

Re: Alerting enemies from afar

Holy shit it works!!!! function attractEnemies(unit, range) for _, enemy in pairs(unit.surface.find_enemy_units(unit.position, range)) do enemy.set_command({type=defines.command.attack, target=unit.character}) end end script.on_event("horn", function(event) local player = game.players[even...
by TaxiService
Sun Apr 08, 2018 7:16 pm
Forum: Modding help
Topic: Alerting enemies from afar
Replies: 6
Views: 1500

Re: Alerting enemies from afar

Thanks for the tips guys! After sifting the forums and various resources here is what i came up with: function attractEnemies() for _, enemy in pairs(game.player.surface.find_enemy_units(game.player.position, 50)) do enemy.set_command({type=defines.command.attack, target=game.player.character}) end ...
by TaxiService
Sun Apr 08, 2018 8:45 am
Forum: Modding help
Topic: Alerting enemies from afar
Replies: 6
Views: 1500

Alerting enemies from afar

Hello. o/ I have assembled a mod that makes cars honk by pressing a button . Right now the honks have no effect on the world other than playing a sound that can be heard by players. I am trying to add a function to it though: enemies in range of honking would stop what they are doing and start attac...
by TaxiService
Fri Apr 06, 2018 11:31 pm
Forum: Mods
Topic: [MOD 0.16] Horns - honking for cars
Replies: 0
Views: 909

[MOD 0.16] Horns - honking for cars

. Description This mod adds horns to cars and tanks. Pictures don't help much in this case, so here is a short video showcasing the mod's features . Both vehicles have their own set of two sounds, a shorter one and a longer one, which can be bound to different keys. ("H" and "SHIFT+H...

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