Search found 252 matches

by PiggyWhiskey
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...
by PiggyWhiskey
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

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.
So it seems it is side dependant.
Putting the Lead on the outside lanes seems to have fixed it.
by PiggyWhiskey
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...
by PiggyWhiskey
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 ...
by PiggyWhiskey
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?
by PiggyWhiskey
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?
by PiggyWhiskey
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

binbinhfr wrote:Impressive ! I wonder what actual dave's factory looks like with 0.12 rockets and all the rest... :-)
You shouldn't necro post like that.
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.
by PiggyWhiskey
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

nodaffy5 wrote:I am pretty sure that 0.2.8 is the newest if not please correct me
0.2.8 was released April 2015

Check the comment above yours for the latest release. v0.5.28
by PiggyWhiskey
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

DutchJer wrote:void actually is a lake, you can pump water from the sides :P
You are correct. But that doesn't help my train tracks. :-P
by PiggyWhiskey
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...
by PiggyWhiskey
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...
by PiggyWhiskey
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...
by PiggyWhiskey
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.
by PiggyWhiskey
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...
by PiggyWhiskey
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 ...
by PiggyWhiskey
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...
by PiggyWhiskey
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.
by PiggyWhiskey
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...
by PiggyWhiskey
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...
by PiggyWhiskey
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.

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