Search found 124 matches

by billbo99
Fri Nov 15, 2019 3:59 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 71
Views: 16957

Re: Friday Facts #321 - Countdown

Any significance to the date "25th September" ?
by billbo99
Thu Nov 14, 2019 8:42 am
Forum: Texture Packs
Topic: Xmas Graphics
Replies: 0
Views: 1635

Xmas Graphics

Last year (Seeeno/Darkfrei) gave us https://mods.factorio.com/mod/xmas-feels. Darkfrei has updated the mod to be 0.17 compatible. I am wondering if anyone can help out with graphics to increasing the scope of the mod. Here are some ideas :- - Update the Christmas tree to have lights that change colo...
by billbo99
Tue Nov 12, 2019 8:14 am
Forum: Implemented Suggestions
Topic: Pause Logistics Queues / Turn off logistic system requests
Replies: 59
Views: 8197

Re: Switch to deactivate character logistic requests

KuznetsON wrote:
Mon Nov 11, 2019 6:38 pm
https://mods.factorio.com/mod/AutoTrash .. one of the options allows you to set a main network, where your logistics requests are sourced from
by billbo99
Mon Nov 11, 2019 9:01 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 97037

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Deadlock loaders work without issue, the belt boxes have some support (Ingots can be stacked for example). You would have to use deadlock's public API in your own mod if you want to stack ores, as he didnt want to the ores stacked.
by billbo99
Sun Nov 10, 2019 7:27 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 13934

Re: [0.17.x] [Z] Adventure

The mod has gone AWOL .. last activity accoring to the profile is .. Mon Jun 17, 2019 6:57 pm
by billbo99
Tue Nov 05, 2019 10:41 am
Forum: Won't implement
Topic: [Request] Please add “turn_range” support to Artillery Guns
Replies: 2
Views: 569

[Request] Please add “turn_range” support to Artillery Guns

Could you please allow the settings "turn_range" & "turret_base_has_direction" to be applied to the "Artillery Gun". I tried to create a gun with a narrow field of fire, but the values were not acted on and the gun was still able to turn in a full 360 degree circle....
by billbo99
Thu Oct 24, 2019 10:28 am
Forum: Ideas and Requests For Mods
Topic: Radar module compatible with Vehicle Grid mod
Replies: 3
Views: 553

Re: Radar module compatible with Vehicle Grid mod

This is not what your after, but achieves the same goal

'Big Brother' appears to attach an micro radar to entities (cars / trains / power poles) as research is progressed.
https://mods.factorio.com/mod/Big_Brother
by billbo99
Tue Oct 22, 2019 10:51 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 179486

Re: [MOD 0.17] Industrial Revolution

For "deadlock-experimental" to work its expecting a pre-requisite that copper/iron/steel plates have already been defined in a stacked format with the base "deadlock-beltboxes-loaders" mod. With IR you dont smelt ore into plates, instead you smelt ores into ingots. So I wouldnt h...
by billbo99
Thu Oct 03, 2019 8:57 am
Forum: Technical Help
Topic: convert map exchange string to map generator settings
Replies: 7
Views: 1941

Re: convert map exchange string to map generator settings

I am not near my home PC, but I believe these commands would generate the data /c game.write_file("map-settings.json", serpent.block(game.map_settings)) /c game.write_file("map-gen-settings.json", serpent.block(player.surface.map_gen_settings)) This will output to the "scrip...
by billbo99
Tue Sep 24, 2019 7:33 am
Forum: Gameplay Help
Topic: How to use Rich text properly
Replies: 11
Views: 5213

Re: How to use Rich text properly

How about an "emoji" button on the text tool bar that opens up a GUI which displays all the current icons. Pick an icon and it gets dropped into the text.
by billbo99
Fri Sep 06, 2019 8:36 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 113
Views: 43679

Re: Nauvis Post Collapse (16GB ram minimum required)

Some other code snippets .. Remove all cars with nothing in their inventory /c local surface = game.player.surface local count = 0 for _, entity in pairs(surface.find_entities_filtered({name="car"})) do inv = entity.get_inventory(defines.inventory.car_trunk) if inv.is_empty() then entity.d...
by billbo99
Fri Sep 06, 2019 8:06 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 113
Views: 43679

Re: Nauvis Post Collapse (16GB ram minimum required)

- remove 'indestructible' tag from all spawners (in editor and/or by LUA command for a game already in progress). Not sexy code .. but this should allow all non-destructible entities to now be destructible :) /c local surface = game.player.surface local count = 0 for _, entity in pairs(surface.find...
by billbo99
Thu Sep 05, 2019 6:54 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 179486

Re: [MOD 0.17+] Industrial Revolution (WIP)

Front page has been update to say its coming out on 6th Sept ... just hope that is 2019
by billbo99
Wed Sep 04, 2019 12:20 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 9192

Re: pumps seem useless for long distance pipes?

Guess there are a few options to get around pipe pressure issue. - Rather than use 1000 pipes use 500 pumps, you only use 1x pipe to turn a corner so you should be able to maintain a 6000 u/sec flow. - As previously suggested use a small train track to shuttle back and forwards oil in a tanker. - Ha...
by billbo99
Tue Sep 03, 2019 11:03 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 179486

Re: [MOD 0.17+] Industrial Revolution (WIP)

Thanks for the clarification .. I havent tried 'Krastorio' yet, and I was not sure based on 'frugal10191' comment if I needed play your new mod with 'Krastorio' or not.
by billbo99
Tue Sep 03, 2019 7:19 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 179486

Re: [MOD 0.17+] Industrial Revolution (WIP)

frugal10191 wrote:
Mon Sep 02, 2019 9:04 pm
Excellent. From the Looks of things, Krastorio / Industrial Revolution could become the new Bobs / Angels, but for people who like to keep their sanity ;)
I know Angles adds complexity to Bobs ... does Industrial Revolution add to Krastorio or does Krastorio add to Industrial Revolution ?
by billbo99
Mon Sep 02, 2019 11:51 am
Forum: Not a bug
Topic: [0.17.66] Construction Robot Cargo Size - Only carry one item when building
Replies: 4
Views: 394

Re: [0.17.66] Construction Robot Cargo Size - Only carry one item when building

I guess "Rseding" never followed though with his comment in "Cliff explosives with construction bots" https://factorio.com/blog/post/fff-267 After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically...
by billbo99
Sat Aug 31, 2019 1:28 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 179486

Re: [MOD 0.17+] Industrial Revolution (WIP)

2020
by billbo99
Tue Aug 27, 2019 2:22 pm
Forum: Technical Help
Topic: [0.17.66] Can't host multiplayer server, neither join one
Replies: 18
Views: 1535

Re: [0.17.66] Can't host multiplayer server, neither join one

Can both you and your friend join any of the public servers .. RedMew & Comfy run various scenario's 24x7 ? There was a change .. in 0.17.59 .. for user verification, not sure if that is related. https://wiki.factorio.com/Version_history/0.17.0#0.17.59 User verification must be enabled for publi...
by billbo99
Tue Aug 27, 2019 10:02 am
Forum: Technical Help
Topic: [0.17.66] Can't host multiplayer server, neither join one
Replies: 18
Views: 1535

Re: [0.17.66] Can't host multiplayer server, neither join one

Sorry my work proxies block "pastebin" ... I wonder if they have something in their local hosts file re-directing "auth.factorio.com" at another location. @Pennervomland ... From a command line prompt what do you get when you do a nslookup auth.factorio.com From the UK I see thes...

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