Search found 587 matches

by slippycheeze
Tue Jul 09, 2019 10:50 am
Forum: Mods
Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
Replies: 19
Views: 10095

Re: [MOD 0.16] Advanced Underground Piping v0.16.53

wishlist: add 5 percent and 95 percent limited versions of the overflow and top-up valves. I use them for a number of fully passive "reserve" sources of fluids, such as steam. Fully passive, no power required, is a pretty important part of the whole deal because these are there to ensure p...
by slippycheeze
Tue Jul 09, 2019 10:42 am
Forum: Mods
Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
Replies: 19
Views: 10095

Re: [MOD 0.16] Advanced Underground Piping v0.16.53

It is a real big problem that there are no fluid icons on the underground junctions. The problem is that I have around 200 different fluids and hundreds of fluid networks. It is really amazingly hard to follow the flow if there are no icons on the junctions. It is also next to impossible to find th...
by slippycheeze
Mon Jul 08, 2019 10:03 pm
Forum: Ideas and Requests For Mods
Topic: Replacing current Power Armor visuals with Fallout Tactics Power Armor
Replies: 5
Views: 1856

Re: Replacing current Power Armor visuals with Fallout Tactics Power Armor

Aye I figured it would be a problem should I somehow publicly release it, but I didn't plan to. All good, ended up being too big of a project and there arent any animations available for certain things anyway. Anyway, was a cool thought. Mostly, it turns into a problem for the developers hosting th...
by slippycheeze
Mon Jul 08, 2019 10:01 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 212216

Re: Is a inventory to inventory compact loader possible?

As the subject says, is it possible to make a inv<->inv (1x1) loader? I think https://mods.factorio.com/mod/miniloader will do what you want. (Technically they are very fast inserters rather than loaders, but they function like loaders). They are very fast inserters exactly because of what they wan...
by slippycheeze
Mon Jul 08, 2019 9:58 pm
Forum: Logistic Train Network
Topic: Not delivering - need help
Replies: 3
Views: 1288

Re: Not delivering - need help

Requestor - https://imgur.com/CBgrxIj Requested item should be negative number If the OP installs the LTN GUI, it'll show what is requested (red) and provided (green) at each station. This is an easy way to check what LTN sees as the state of the system, and hopefully will help them with the next r...
by slippycheeze
Mon Jul 08, 2019 9:57 pm
Forum: Balancing
Topic: Iron : Copper Ratio
Replies: 6
Views: 4035

Re: Iron : Copper Ratio

Zavian wrote:
Mon Jul 08, 2019 12:34 pm
stm wrote:
Thu Jul 04, 2019 10:45 am
So what am I supposed to do with all the surpluss copper on the map?
You don't have to mine it, so if you don't want it, you can just ignore it.
Install one of the many mods that give you an "ore eraser", and delete the offensive copper ore. :)
by slippycheeze
Mon Jul 08, 2019 9:55 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.54] Crossing train tracks doesn't register as a single segment
Replies: 5
Views: 3583

Re: [0.17.54] Crossing train tracks doesn't register as a single segment

The "train bridge" module people using the fact that collisions don't happen when bounding boxes don't overlap are going to be *so* disappointed.
by slippycheeze
Mon Jul 08, 2019 9:51 pm
Forum: Technical Help
Topic: Dedicated Server lag with high end parts/internet
Replies: 5
Views: 1398

Re: Dedicated Server lag with high end parts/internet

Keep in mind that he is the ONLY one that lags on my home server (a couple of my buddies besides him just spent over 100 hours on a map hosted by my home server). The internet is more like city blocks than a set of tubes. It sounds to me like his packets pass through a few bad intersections between...
by slippycheeze
Mon Jul 08, 2019 9:45 pm
Forum: Gameplay Help
Topic: 0.17 Train Station Behavior
Replies: 17
Views: 3845

Re: 0.17 Train Station Behavior

Yeah, that's not what I'm seeing at all. I have 2 stations with the same name. They have circuit wire connections, but only for "Send to train" function - no enable/disable. But any train pointed at that station name insists on going to only one of the two locations from my main base (the...
by slippycheeze
Mon Jul 08, 2019 9:41 pm
Forum: Gameplay Help
Topic: Generating resources mid game?
Replies: 1
Views: 1029

Re: Generating resources mid game?

You probably want the pre-written version of it, https://mods.factorio.com/mod/regenerate-terrain edit: Possibly combined with https://mods.factorio.com/mod/ChangeMapSettings ...or just to start a new map, TBH. I don't know why you chose that strategy, but I don't think it is really necessary to use...
by slippycheeze
Mon Jul 08, 2019 9:40 pm
Forum: Gameplay Help
Topic: Removing tiles in map editor on .17?
Replies: 3
Views: 1059

Re: Removing tiles in map editor on .17?

Ghostwheel wrote:
Mon Jul 08, 2019 9:01 pm
Looks like you can deconstruct everything but tiles for some odd reason. Anyone aware of a way to remove them in the editor?
Does holding the tile in your hand, and using "deconstruct", work?
by slippycheeze
Mon Jul 08, 2019 9:37 pm
Forum: Show your Creations
Topic: [0.17] My Defences Bluesprints
Replies: 11
Views: 8760

Re: [0.17] My Defences Bluesprints

If I may, I'd suggest a small number of improvements to your designs: If you have two concrete walls with a gap between they will deliver the same amount of slowing down, but they will not be vulnerable to the "bite through" attack from the biggest bugs. That means it'll actually slow them...
by slippycheeze
Mon Jul 08, 2019 9:34 pm
Forum: General discussion
Topic: Landfills, Bridges, Boats (Explaining an Idea)
Replies: 6
Views: 3038

Re: Landfills, Bridges, Boats (Explaining an Idea)

There are all sorts of mods that cover what you're talking about. After a quick search, I found these: Cargo Ships - cargo ships (actually trains on water) Beautiful Bridge Railway - trains over water Land Mover - shovels to dig up land and put it down elsewhere Platforms - platforms to allow you t...
by slippycheeze
Mon Jul 08, 2019 9:30 pm
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 17953

Re: Friday Facts #302 - The multiplayer megapacket

I can't say if your netcode is better than WoW's, but at least your bugfixing is so much better. I know that... *blinks against speck of dust* Because it uses UDP, it is, in context. ...but, remember that scale makes a difference, too. If Factorio had 14 million active players and about as many yea...
by slippycheeze
Mon Jul 08, 2019 9:29 pm
Forum: Releases
Topic: Version 0.17.54
Replies: 55
Views: 28587

Re: Version 0.17.54

Are you suggesting deaf players shouldn't be able to play the game either because they cannot hear it? They can simply install PulseAudio, even if they won't use it. Again, PulseAudio is installed by default on every modern distro, so for the majority of people that means they don't have to do anyt...
by slippycheeze
Mon Jul 08, 2019 8:42 pm
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 26326

Re: [MOD 0.16.x] NiceFill

I was trying to avoid this lazy solution but is appears to be necessary. I can't fix compatibility with all mods, so i just made compatibility problems less severe. ...and here I was, just about to drop a bit of code that says "do not ever use these tiles, specifically", which also fixes ...
by slippycheeze
Sun Jul 07, 2019 11:29 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 13358

Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

The mod author expressly forbids people to adopt his mod, so this is unlikely to happen until the author changes his stance. Looks abandoned to me. You may not distribute a modified version, or even an unmodified version, in any way, full stop. You can't even upload an unmodified version to the for...
by slippycheeze
Sun Jul 07, 2019 11:07 pm
Forum: Ideas and Suggestions
Topic: Adding redprints and greenprints prints to blueprint library
Replies: 13
Views: 3817

Planners: allow saving upgrade/deconstruction planners to the blueprint library

TL;DR There are a handful of regular deconstruction and upgrade choices I make. It would be nice to be able to save those, as I save blueprints, so I don't have to painfully reconstruct them every time I want to use them. What ? Examples of filters that are annoying to build: I hurt myself by using...
by slippycheeze
Sun Jul 07, 2019 10:51 pm
Forum: Gameplay Help
Topic: 0.17 Train Station Behavior
Replies: 17
Views: 3845

Re: 0.17 Train Station Behavior

I feel like I'm going crazy. Did I miss something? I used to have setups where multiple train stations had the same name and trains would go to the first available/unblocked station of the same name. In my first playthrough with 0.17 (currently 0.17.53), this behavior is not longer the same. Trains...
by slippycheeze
Sun Jul 07, 2019 10:48 pm
Forum: Railway Setups
Topic: Rail bridge interchange with no shared track (rail bridges mod)
Replies: 17
Views: 7858

Re: Rail bridge interchange with no shared track (rail bridges mod)

https://mods.factorio.com/mod/rail-bridge This interchange has no shared rail blocks unless two trains share an entry or exit point. Any two trains can enter at the same time and proceed at full speed unless their path in or out coincides. This is effectively placing (part of) the train on a separa...

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