Search found 126 matches

by safan
Thu Dec 21, 2017 7:22 am
Forum: Logistic Train Network
Topic: Disable complete loading
Replies: 3
Views: 2102

Re: Disable complete loading

it's only essential when provider stations provide more then 1 product. You can make multiple stations next to each other.
Also delivery stations need to have 100 more space than ordered to be able to empty the trains.
by safan
Fri Aug 18, 2017 9:00 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 39794

Re: Friday Facts #204 - Another day, another optimisation

i completely didn't understand anything in this fff
by safan
Thu Aug 10, 2017 7:39 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388346

Re: Development and Discussion

Angel, i have a suggestion to avoid the building clutter: add items like "tier 1 4x4 foundation", made with the regular amounts of iron, stone etc, and let this be the only ingedrient of all the tier 1 4x4x buildings in your mods. Also make it so that when you pick up one of these building...
by safan
Sun Jul 16, 2017 5:51 am
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13563

Re: [MOD 0.15.x] Marathon Mod Automated

there seems to be a loading bug since the last update (30)

after some testing everything works when rolling angels smelting back to 3.3
by safan
Fri May 12, 2017 7:05 pm
Forum: News
Topic: Friday Facts #190 - The quiet days
Replies: 68
Views: 37164

Re: Friday Facts #190 - The quiet days

Personally I envision Factorio V1.0 to have the Spidertron, train tunnels and/or bridges and the first rudimentary space stations for really advanced research, like higher tier power armour, superfast maglev trains that run inside concrete vacuum tunnels and more radar-map-to-view-blueprint-constru...
by safan
Fri May 05, 2017 6:04 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 48842

Re: Version 0.15.7

oLaudix wrote:That forces me to start new game because i have no room in my setup to put it unless i build it on the ramparts of my base.
for me the fun in factorio is finding a solution for this.
by safan
Fri Mar 17, 2017 5:42 pm
Forum: News
Topic: Friday Facts #182 - Optimizations, always more optimizations
Replies: 94
Views: 42469

Re: Friday Facts #182 - Optimizations, always more optimizations

Ubertwink wrote:Maybe put up unstable 0.15 releases? Just make them non-obtainable with the "latest experimental" option, only by explicit version selection.
As long as they find bugs by just loading their test games there is realy no need to do this.
by safan
Wed Nov 23, 2016 10:29 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388346

Re: Development and Discussion

Honestly, all these questions don't belong here
There is a search bar in the tech tree and in the recipes list. Also use this this mod.

Angel666 conveniently adds the products of a recipe into the name so you can search for it.
by safan
Mon Nov 21, 2016 10:38 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 111263

Re: [0.14] Reactors & Atomic Locomotives

So i had a lot of fun? yesterday trying to contain rolling blackouts yesterday. Due to an attack in an outpost, there was a brownout leading to poweroff on the cooling pumps, leading to overheating. It took me 30 minutes before i had it back to stable. I'm thinking about using a solar field to power...
by safan
Mon Nov 14, 2016 12:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388346

Re: Development and Discussion

Some early WIP for the crawler. Ohhh.. what does it will do? It will be basically a car with a big ass trunk and a big ass roboport. Suggestions: - make it have two speeds: one slow speed for driving inside a base, and a faster speed for driving to outposts. - somehow let it pickup a whole warehous...
by safan
Mon Oct 17, 2016 8:48 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218979

Re: Bugs & FAQ

safan wrote:how do i enable uranium for the reactor mod?
Hello, i didn't get an answer yet. Kind regards
by safan
Sun Oct 09, 2016 11:40 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218979

Re: Bugs & FAQ

how do i enable uranium for the reactor mod?
by safan
Fri Sep 09, 2016 11:08 am
Forum: Releases
Topic: Version 0.14.5
Replies: 30
Views: 32887

Re: Version 0.14.5

I'm kinda sad that most of the features of this update have to do with handling idiots, griefers and other scum on the multiplayer servers. Getting more popular clearly means getting more dickheads too ...
by safan
Thu Sep 08, 2016 3:53 pm
Forum: Mods
Topic: [MOD 0.14] Lord Of War 0.0.2
Replies: 7
Views: 3499

Re: [MOD 0.14] Lord Of War 0.0.2

should be fixed that you can't use it without having the advanced logistics system installed
by safan
Sun Aug 28, 2016 8:11 pm
Forum: Mods
Topic: [MOD 0.14] Lord Of War 0.0.2
Replies: 7
Views: 3499

Re: [MOD 0.14] Lord Of War 0.0.2

it's not intentional, but i've copied the entire gui more or less from advanced logistics. One of the task i've still to do is to clean styles.lua from all the stuff i don't actually use. You shouldn't have a problem using this mod without advanced logistics. I've tested it without.
by safan
Sun Aug 28, 2016 7:44 pm
Forum: Mods
Topic: [MOD 0.14] Lord Of War 0.0.2
Replies: 7
Views: 3499

[MOD 0.14] Lord Of War 0.0.2

Lord Of War Info: Name: LordOfWar Latest Release: v0.0.2, 25/8/2016 Factorio Version: 0.14.1 Download: Github Tags: endgame, resource sink, challenge Author: SafaN Short description This mod adds an interface that will ask for certain goods (guns, armor, explosives, ammunition). When completed the ...
by safan
Sun Aug 14, 2016 6:20 am
Forum: Modding help
Topic: [solved] use force.name instead of force
Replies: 1
Views: 632

[solved] use force.name instead of force

No idea if it's factorio related or a programming error (i'm not a programmer) I need to track built entitys, so i wanted to store them in an array on the entityBuilt event: function entityBuilt(event, entity) local force = entity.force global.lordofwar.exportWarehouses[force] = global.lordofwar.exp...
by safan
Sat Aug 13, 2016 8:10 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 83304

Re: Friday facts #151 - The plans for 0.14

Why are developers spending time for something that can be perfectly done with a mod? Please concentrate on providing things that can't be modded: - new map with overlays (power, logistic networks, ores etc) - new world generation with rivers, mountains, hills besides the neverending lakes and plain...
by safan
Fri Aug 05, 2016 1:50 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 47455

Re: [0.12-0.13] [Library]Factorio Standard Library Project 0.6.0

Hello, interesting initiative. I have a suggestion, since i'm struggling with the gui to make my mod. Can you make something for creating a button that can open and close a new window. I'm trying to do this without knowing any program skills and it just won't work. It could also be used to update th...
by safan
Mon Aug 01, 2016 11:59 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388346

Re: Development and Discussion

kinnom wrote:
Arch666Angel wrote: BTW: More tanks?
Maybe a small tank for the circuit network
i'd rather have that valve to be circuit connectable. Don't know if it's bob's or yours

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