Search found 95 matches
- Sat Jun 22, 2019 6:09 pm
- Forum: Gameplay Help
- Topic: First logistic chests
- Replies: 8
- Views: 5139
Re: First logistic chests
The main use at that point imho is an automated mall for the player. it is very useful in that role.
- Fri Jun 21, 2019 8:06 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My soon to be retired seablock starter base
- Replies: 0
- Views: 3184
My soon to be retired seablock starter base
I am at the point where I am going to retire my seablock bootrstrap base, but I wanted to share it before I removed it.
So here it is in all its map view glory:
Map view of starter base.png
he concept was a ribbon setup with power left and more complex stuff to the right, ending with science and ...
So here it is in all its map view glory:
Map view of starter base.png
he concept was a ribbon setup with power left and more complex stuff to the right, ending with science and ...
- Fri Jun 14, 2019 3:24 pm
- Forum: Gameplay Help
- Topic: Too many stations for my personal transport
- Replies: 7
- Views: 3971
Re: Too many stations for my personal transport
now actually, shuttle train lite might be still of help here, despite it being a .16 mod.
You enter a train, start typing your destination, press . and off you go.
I have dabbled in the code a bit, and maybe I could see if it is manageable to get it to .17
You enter a train, start typing your destination, press . and off you go.
I have dabbled in the code a bit, and maybe I could see if it is manageable to get it to .17
- Mon Jun 10, 2019 11:04 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Allow organizing train stops into a hierarchy with "folders"
- Replies: 7
- Views: 3139
Re: Suggestion: Allow organizing train stops into a hierarchy with "folders"
I dunno man, I got a serious amount of trains tops myself:
I have a very strict grid naming scheme however, this helps in finding them.
I have a very strict grid naming scheme however, this helps in finding them.
- Wed Jun 05, 2019 11:11 am
- Forum: Modding help
- Topic: Unfocus a textbox?
- Replies: 17
- Views: 4838
Re: Unfocus a textbox?
that does not seem to be the case, I need to modify the mod folder as well to be the same name as the mod, if I dont do this factorio complains about the folder name within the mod zit. And then all references to that mod folder in data.lua have to be changed as well.
So far so good, but even when ...
So far so good, but even when ...
- Wed Jun 05, 2019 8:51 am
- Forum: Modding help
- Topic: Unfocus a textbox?
- Replies: 17
- Views: 4838
Re: Unfocus a textbox?
ok, back on topic again, it seems I placed the cart before the horse.
I was a tad too focused on my solution I didn't see other issues with my implementation.
Right now I have the issue with my changes that if I enter the train I do need to click elsewhere than the textbox if I want to leave the ...
I was a tad too focused on my solution I didn't see other issues with my implementation.
Right now I have the issue with my changes that if I enter the train I do need to click elsewhere than the textbox if I want to leave the ...
- Wed Jun 05, 2019 8:19 am
- Forum: Modding help
- Topic: Unfocus a textbox?
- Replies: 17
- Views: 4838
Re: Unfocus a textbox?
Well, I posted my version here
but I cannot figure out to make a decent version for the mod portal, I have to give it a new name, fine I thought, just add, e to the end and modify data.lua to refer to new resource locations. But in game the entire UI fails to load, I seem to be missing something ...
but I cannot figure out to make a decent version for the mod portal, I have to give it a new name, fine I thought, just add, e to the end and modify data.lua to refer to new resource locations. But in game the entire UI fails to load, I seem to be missing something ...
- Wed Jun 05, 2019 8:17 am
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 86
- Views: 50543
Re: [0.15] Folks Factorio Fabrications
for those still on .16 I modified some stuff, but I cant figure out at the moment how to rename the entire mod without horribly breaking an upgrade path.
My version is on github here and attached to this post.
The only changes are:
- Focus filter textbox when entering a shuttle train
- Unfocus ...
My version is on github here and attached to this post.
The only changes are:
- Focus filter textbox when entering a shuttle train
- Unfocus ...
- Wed Jun 05, 2019 7:00 am
- Forum: Modding help
- Topic: Unfocus a textbox?
- Replies: 17
- Views: 4838
Re: Unfocus a textbox?
Well,
enable/disable logic causes a hard crash in Factorio,
lua code:
local function unfocusFilter(p, frame)
if frame.one and frame.one["shuttle-lite-filter"] then
local enabled = frame.one["shuttle-lite-filter"].enabled
frame.one["shuttle-lite-filter"].enabled = not enabled
frame.one ...
enable/disable logic causes a hard crash in Factorio,
lua code:
local function unfocusFilter(p, frame)
if frame.one and frame.one["shuttle-lite-filter"] then
local enabled = frame.one["shuttle-lite-filter"].enabled
frame.one["shuttle-lite-filter"].enabled = not enabled
frame.one ...
- Wed Jun 05, 2019 5:55 am
- Forum: Logistic Train Network
- Topic: Balancing stations
- Replies: 5
- Views: 3066
Re: Balancing stations
afaik LTN picks the station with the lowest stock first (given equal priority) so you your deliveries are smaller than what the supplier can provide within a delivery timeframe resources will get distributed rather evenly over the requesters, does result in lots of small train loads though
- Tue Jun 04, 2019 7:35 pm
- Forum: Modding help
- Topic: Unfocus a textbox?
- Replies: 17
- Views: 4838
Re: Unfocus a textbox?
no problem, I will try your change and report back if it works.
After that I'll release my version, but it is not that useful anymore, since .17 temporary train stops made the whole shuttle thing kind of redundant imho. Still, I am stuck on .16 for at least another 200 hours I'd wager.
After that I'll release my version, but it is not that useful anymore, since .17 temporary train stops made the whole shuttle thing kind of redundant imho. Still, I am stuck on .16 for at least another 200 hours I'd wager.
- Tue Jun 04, 2019 8:37 am
- Forum: Modding help
- Topic: Unfocus a textbox?
- Replies: 17
- Views: 4838
Unfocus a textbox?
Hi, I am modifying shuttle train lite a bit to fix some of the annoyances I have with it.
One of these is that when you press . to go to the top station or select a station from the list, the textbox remains focused, this prevents me from exiting the train when I arrive (by pressing enter) as the ...
One of these is that when you press . to go to the top station or select a station from the list, the textbox remains focused, this prevents me from exiting the train when I arrive (by pressing enter) as the ...
- Mon Jun 03, 2019 6:50 am
- Forum: Off topic
- Topic: How old are the players of Factorio
- Replies: 62
- Views: 80423
Re: How old are the players of Factorio
almost 35 here.
- Sat Jun 01, 2019 10:54 am
- Forum: Logistic Train Network
- Topic: Inserters have wrong things in hand...
- Replies: 21
- Views: 8791
Re: Inserters have wrong things in hand...
you want to have 1 reserved slot per item you want to insert into a wagon. This results in the overflow going into that slot (which only has a few items in it) and the inserter being empty and ready to pick up something else.
edit: reserved slots is a signal value by the way.
edit: reserved slots is a signal value by the way.
- Thu May 30, 2019 4:20 pm
- Forum: Ideas and Suggestions
- Topic: Rail signal placement should show also ghosts in front of the train signal
- Replies: 18
- Views: 6483
Re: Important (and easy) Fix for Train Signals
it is if you are setting up signals in the reverse direction of travel.
if you want your signals to be 4 wagons apart, but start from the first, you need to look, "ah there is 4 cars" move your cursor to that spot, place signal, move back to first signal, and verify you placed correct and werent ...
if you want your signals to be 4 wagons apart, but start from the first, you need to look, "ah there is 4 cars" move your cursor to that spot, place signal, move back to first signal, and verify you placed correct and werent ...
- Wed May 29, 2019 2:41 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2114631
Re: Bugs & FAQ
at least in my seablock it doesn't no.
no big deal imho, you cant recycle everything, and this adds a bit of challenge, you cant just spam the same blueprint all over, from time you need to make sure you get additional resources supplied, etc.
no big deal imho, you cant recycle everything, and this adds a bit of challenge, you cant just spam the same blueprint all over, from time you need to make sure you get additional resources supplied, etc.
- Tue May 28, 2019 6:32 am
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 41515
Re: Friday Facts #296 - All kinds of bugs
Just look at the number of threads in the bug reports subforum, that is your count.catma wrote: Mon May 27, 2019 6:44 am Can we have a bugs left count in every FFF until the new version, please?
[..]
- Mon May 27, 2019 6:24 am
- Forum: Mods
- Topic: [MOD 1.1] Loader Redux
- Replies: 132
- Views: 106481
Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9
personally I use wagon -> filtered loader -> loader -> wooden chest -> belt
This is a minimal buffer, but I don't know the slot iteration cost vs loaders cost.
This is a minimal buffer, but I don't know the slot iteration cost vs loaders cost.
- Thu May 23, 2019 6:43 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 83701
Re: Roboports should output missing materials to circuit network
I might be late to the discussion here, but doesnt the game already have a concept of a list of missing construction items?
The alert you get when there are missing items for construction shows which items are missing. Granted, this list varies and is limited by the number of active build requests ...
The alert you get when there are missing items for construction shows which items are missing. Granted, this list varies and is limited by the number of active build requests ...
- Tue May 21, 2019 6:29 am
- Forum: Angels Mods
- Topic: Overflow/top-up valve percentages
- Replies: 2
- Views: 3544
Re: Overflow/top-up valve percentages
there are mods that offer this, but in general I use a check valve with a pump in this case.