Search found 133 matches
- Thu Jul 07, 2016 6:52 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Get train content as signal from train stop
- Replies: 52
- Views: 29109
[0.13] Get train content as signal from train stop
While holding over a train you can see its cargo content. I assumed (wrongly) that the train station can output cargo content to the circuit network. I'd like this very much, so my inserters can decide if it's a good idea to empty my trains or not in my wip omni-ore offload station http://i.imgur.co...
- Wed Jul 06, 2016 3:33 pm
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 12759
Re: Chaining wires for 0.13
In the future im sure I could've found a use for star wiring.. I'd love to see it as a shift+click or ctrl or another key that would work only while placing wires and therefore not intervene with normal keys used for the same thing. 0.14 maybe? :) I'm sure that a combination of the two placing optio...
- Wed Jul 06, 2016 3:24 pm
- Forum: Mods
- Topic: [MOD 0.13] SpaceBook - a multiplayer / PvP / RP manager
- Replies: 120
- Views: 59853
Re: [MOD 0.12+] SpaceBook - a multiplayer / PvP / RP manager
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(give me "add to favorite" factorioforum!!)
- Tue Jul 05, 2016 5:29 pm
- Forum: General discussion
- Topic: Combinator graphics much worse 0.13?
- Replies: 6
- Views: 2108
Re: Combinator graphics much worse 0.13?
They made them shorter because when you placed old combinators one after another, input nodes were in the same place as output nodes of another combinator. It was hard to connect and see connections. That's why most people made one tile space between them. Ah I see.. that makes sense, thanks for ex...
- Tue Jul 05, 2016 5:28 pm
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 12759
Re: Chaining wires for 0.13
Poles connect by chaining and entities connect by star. I thought it would be more convenient this way for some setups. Since there seems to be a strong voice to have chaining everywhere, i'll change it back asap. No modifier keys Thanks for changing it back to chaining. Even after rewiring hundred...
- Mon Jul 04, 2016 5:17 pm
- Forum: 5dim's mod
- Topic: 5Dim Mods
- Replies: 5
- Views: 6095
Re: 5Dim Mods
I tried rolling back to 13.0 with no success. Not sure what you mean by that.. Either you mean that: 5Dim did work in 13.0, but not later versions (current is 0.13.4) OR That you weren't able to roll back successfully to 13.0 I got a simple solution for the second problem: Download the 13.0 version...
- Mon Jul 04, 2016 5:08 pm
- Forum: General discussion
- Topic: Combinator graphics much worse 0.13?
- Replies: 6
- Views: 2108
Re: Combinator graphics much worse 0.13?
They posted about better sprites (or textures or w/e everyone calls them ) being in the WIP part of their development. So maybe this is a placeholder.. I still don't see why they changed them (and made them smaller?) in the first place though hopefully this will be explained later on!
- Mon Jul 04, 2016 5:02 pm
- Forum: Combinator Creations
- Topic: 1 input 2 output conveyor sorter (wip)
- Replies: 4
- Views: 2887
Re: 1 input 2 output conveyor sorter (wip)
I don't understand the point of this... how is this better than a few filter inserters at the end of a belt? mostly because its space-efficient. But also because It could support rather big conveyor systems (like duel-lane blue conveyor) and also because it's rather clean (no fuss: loop-backs etc f...
- Sun Jul 03, 2016 8:16 pm
- Forum: Combinator Creations
- Topic: 1 input 2 output conveyor sorter (wip)
- Replies: 4
- Views: 2887
1 input 2 output conveyor sorter (wip)
A proof of concept sorter for iron and copper ore. The filter inserters are for the tiny leakage every time it changes conveyor belt (Some of the ore gets stuck on the wrong side in the splitter, marked in green together with the solution) http://i.imgur.com/0TUVZPT.png How it works: The conveyor &q...
- Sun Jul 03, 2016 6:42 pm
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 12759
Chaining wires for 0.13
(...)The change in the GUI does not allow anymore to connect one item after the other in a row without deselecting the wire first with Q every time you click a new item. The wire otherwise stubborn stays connected to the entry point e.g. you first item one clicked - at the first item connected. If ...
- Sun Jul 03, 2016 6:16 pm
- Forum: General discussion
- Topic: Combinator graphics much worse 0.13?
- Replies: 6
- Views: 2108
Re: Combinator graphics much worse 0.13?
Its not the graphics only - its far worse. The change in the GUI does not allow anymore to connect one item after the other in a row without deselecting the wire first with Q every time you click a new item. The wire otherwise stubborn stays connected to the entry point e.g. you first item one clic...
- Sun Jul 03, 2016 5:39 pm
- Forum: General discussion
- Topic: Combinator graphics much worse 0.13?
- Replies: 6
- Views: 2108
Combinator graphics much worse 0.13?
The combinators from 0.12x had much higher detail than the current ones, (that have like half the pixels).
Me sad plz fix Kthxbye
Me sad plz fix Kthxbye
- Sun Jul 03, 2016 3:24 pm
- Forum: This Forum
- Topic: Idea: New Sub-forum for all combinator related topics!
- Replies: 40
- Views: 14452
Re: Idea: New Sub-forum for all combinator related topics!
I thought a bit about it. I think we should not make that without a moderator for that, cause it is so extremely special. Why not without a moderator? No need at all. Its so special that only real buffs would post there. And if some whacko should enter there and disturb its always the possibility t...
- Sun Jul 03, 2016 1:46 pm
- Forum: This Forum
- Topic: Idea: New Sub-forum for all combinator related topics!
- Replies: 40
- Views: 14452
Re: Idea: New Sub-forum for all combinator related topics!
I thought a bit about it. I think we should not make that without a moderator for that, cause it is so extremely special. Me for example would be able to look a bit over it, but for details or deeper investigation I don't have the knowledge. So if we have a moderator for that, then it will be kept ...
- Sun Jul 03, 2016 10:05 am
- Forum: This Forum
- Topic: Idea: New Sub-forum for all combinator related topics!
- Replies: 40
- Views: 14452
Re: Idea: New Sub-forum for all combinator related topics!
Hm. I see the point. How about "Show my Creations / Combinators" ? You mean as in integrating combinator related topics into the already established "Show my Creations" sub-forum? Not sure, I'd like to have it clean with only combinator related things tho, but I guess I'll take ...
- Sun Jul 03, 2016 9:40 am
- Forum: This Forum
- Topic: Idea: New Sub-forum for all combinator related topics!
- Replies: 40
- Views: 14452
Idea: New Sub-forum for all combinator related topics!
Would be soooo much easier if all the combinator topics were gathered in one place not just to keep them all in one place, but to avoid flooding general/help/gameplay sub-forums when they could all be in their own. It could be anything combinator, really but: showing off creations ask for help regar...
- Fri Jul 01, 2016 5:50 pm
- Forum: Mod portal Discussion
- Topic: IDEA: Favorites and mod-groups/packs
- Replies: 0
- Views: 1021
IDEA: Favorites and mod-groups/packs
Hi! I'd like to suggest a favorites button that once clicked at that item on the site to your own favorites list. Could also show how many ppl have favorited.. Then I'd like to suggest that we could sort these favorites into sub-folders of some kind (not sure how). Also would like if theses sub-fold...
- Fri Jul 01, 2016 3:06 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.13 headless --allow-commands admins-only cause crash on /c
- Replies: 3
- Views: 2544
Re: 0.13 headless --allow-commands admins-only cause crash on /c
I know this question does not belong here but.. Where are admin rights explained to the headless server? (assuming the admin uses the commands from in-game)
- Fri Jun 10, 2016 8:43 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 61971
Re: Friday Facts #142 - Playtesting
If u like it, put a wire on it..
- Sat May 07, 2016 12:15 am
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71421
Re: Friday Facts #137 - The release scarecrow
Why don't you guys (devs) have nightly builds for us? Or is the hype a to positive thing for you to let go off?