Search found 252 matches
- Wed Jun 29, 2016 9:50 am
- Forum: Mods
- Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
- Replies: 41
- Views: 25320
Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Very great mod! I guess it makes playing with many ores like in Bobs mod much more playable. Is it possible to make the labels undestroyable by the natives? Right now I sometimes get Alerts from biters destroying some of the resource labels, which is really annoying. It definitely makes searching f...
- Sat Jun 25, 2016 3:23 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542081
Re: Let's see your clever builds
So it seems it is side dependant.Neotix wrote:I didn't try that setup so i don't know where is the problem. Try to remove all splitters and place them again (it reset internal switch). Set filtered items again and try if it work.
Putting the Lead on the outside lanes seems to have fixed it.
- Fri Jun 24, 2016 10:31 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542081
Re: Let's see your clever builds
Side is not important (i tested it). Important is to place control item before second splitter to switch output for that item. I explained hot it works here https://forums.factorio.com/viewtopic.php?f=8&t=6008&start=300#p135617 P.S. In v0.13 it won't work anymore because of changes in split...
- Fri Jun 24, 2016 8:29 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542081
Re: Let's see your clever builds
I tried to optimize the sorter design for one belt of full density and with proper output side-balancing. The first version without backlog protection has full throughput and is probably about as compact as it gets (fits within 9x4). The second version with backlog protection is quite a bit larger ...
- Tue Jun 21, 2016 10:33 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542081
Re: Let's see your clever builds
Nice one!
Aren't those ratios off though? Green for efficiency doesn't touch productivity. So you'd need 3 cable and 2 circuit assemblers?
Aren't those ratios off though? Green for efficiency doesn't touch productivity. So you'd need 3 cable and 2 circuit assemblers?
- Sat Jun 18, 2016 3:12 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129562
Re: [0.12] Bugs, crashes & other issues
I can't tell clearly in the blueprint (it might be easier to place it to show it clearly)
Where did you put the chain signal? And what lane are you driving on with FARL?
Where did you put the chain signal? And what lane are you driving on with FARL?
- Thu Jun 16, 2016 1:28 am
- Forum: Show your Creations
- Topic: One minute rocket defense
- Replies: 47
- Views: 46258
Re: One minute rocket defense
You shouldn't necro post like that.binbinhfr wrote:Impressive ! I wonder what actual dave's factory looks like with 0.12 rockets and all the rest...
Also this is useless in 0.12 because rocket defence doesn't exist.
0.12 needs a rocket with satellite to launch. A different thread had this challenge.
- Mon Jun 13, 2016 2:15 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129562
Re: [0.12] Bugs, crashes & other issues
0.2.8 was released April 2015nodaffy5 wrote:I am pretty sure that 0.2.8 is the newest if not please correct me
Check the comment above yours for the latest release. v0.5.28
- Sat Jun 11, 2016 11:44 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129562
Re: [0.12] Bugs, crashes & other issues
You are correct. But that doesn't help my train tracks.DutchJer wrote:void actually is a lake, you can pump water from the sides
- Fri Jun 10, 2016 12:26 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129562
Re: [0.12] Bugs, crashes & other issues
Side Note: Anyone know how to edit a world to remove void? I managed to solve it by creating a lake. /c local waterTiles = {} for y=2,2 do for x=-5,5 do table.insert(waterTiles, {name="water", position={game.local_player.position.x+x, game.local_player.position.y+y}}) end game.local_playe...
- Thu Jun 09, 2016 3:52 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129562
Re: [0.12] Bugs, crashes & other issues
Found a very weird bug. Running FARL 0.5.26 with some bobs mods and other QOL mods. Map is 100 high ribbon. I don't have Blueprints yet. Running FARL with single Cargo Wagon in Maintenance mode to clear random signals placed and getting FARL to place them 15 blocks apart. (Side note, Bobs' Mods pole...
- Wed Jun 08, 2016 2:16 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.4] Bob's Config mod
- Replies: 67
- Views: 51898
Re: [0.12.x][v0.12.3] Bob's Config mod
Bob, I'm wondering if it's possible to add 2 configs to the mod. StackSize.resource and StackSize.Intermediate I'm running: Assembly Config Greenhouse Library Logistics Mining Modules Power (Basically vanilla + upgrades) and the default stack size is still 50 for everything. Wanting to default it to...
- Tue Jun 07, 2016 1:39 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 97175
Re: Factorio Mod Manager 0.2.1
Why are you relying on auto saves? That's a stupid idea.
Save before you exit. And if you crash, it's fast enough to load it up to save it again.
Save before you exit. And if you crash, it's fast enough to load it up to save it again.
- Tue Nov 03, 2015 10:35 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542081
Re: Let's see your clever builds
My underground factory or furnace setup from an ancient thread . You should open in a new tab. http://i.imgur.com/WmijrAi.jpg Why not use something like this: http://i.imgur.com/WMNutuel.png It's more space efficient and it seems like thats what you're going for. That's a good improvement. Would po...
- Mon Nov 02, 2015 8:56 am
- Forum: Gameplay Help
- Topic: A problem with trains
- Replies: 5
- Views: 10634
Re: A problem with trains
One more problem, though: http://i.imgur.com/oDyHBBXb.jpg The marked signals are freaking out and I have no clue why. Also: Do I use too many signals here? http://i.imgur.com/oDyHBBX.jpg The blinking chain signals are in the middle of the intersection, so they do nothing. You don't need them since ...
- Fri Oct 30, 2015 1:58 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
- Replies: 122
- Views: 86182
Re: [0.11.22/0.12.x][v0.12.6] Bob's Assembly Machines
That's always the trickiest question. What goes where. Does it make your job harder if it was duplicated? I mean having all the upgrades of machines in the assembly/production mod, and have the absolute minimum in the plates mod (enough to make it work on its own) So the chemical furnace (electric t...
- Fri Oct 30, 2015 9:40 am
- Forum: Releases
- Topic: Version 0.12.15
- Replies: 21
- Views: 35464
Re: Version 0.12.15
The point was it's easy to manage a single file. Managing thousands without having to store different copies everywhere is a lot harder.
- Fri Oct 30, 2015 7:54 am
- Forum: Releases
- Topic: Version 0.12.15
- Replies: 21
- Views: 35464
Re: Version 0.12.15
Just a question: Why don't you implement something like the minecraft launcher into Factorio to switch versions? I can think of two reasons- 1. Your experimental versions tend to be much more stable than MC's snapshots 2. It would slow down opening the game and would make it have a bigger file Is t...
- Fri Oct 30, 2015 7:35 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
- Replies: 122
- Views: 86182
Re: [0.11.22/0.12.x][v0.12.6] Bob's Assembly Machines
Hi Bob. I'm a big fan of Bob's Mods and all the tiers of everything (I alternate worlds with and without electronics, for some reason they annoy me to no end occasionally) However I haven't seen anything for Tiers Oil Refineries, which can leave my T4 Chemical Plants out numbers later on in the game...
- Thu Oct 29, 2015 8:18 am
- Forum: Technical Help
- Topic: [0.12.13]>>[0.12.12] Saves can't be loaded after downgrading
- Replies: 5
- Views: 9359
Re: [0.12.13]>>[0.12.12] Saves can't be loaded after downgrading
Hmm. Perhaps I loaded the original Save instead of the updated Auto Save.