Search found 19 matches

by RepairMan
Fri Dec 30, 2016 11:18 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 420
Views: 275879

Re: Performance optimization - post your saves

DeathMers, you implied that it was easy to fix, but you don't seem to know how optimized this game already is.
And just saying that a new version should be less resource intensive means you don't know anything about programming because developers can't make magic happen.
by RepairMan
Tue Nov 15, 2016 8:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 45088

Re: [MOD 0.12.x] Logistic Combinators

@Peter34
In version 14.x you can connect the robot port itself to the circuit network specifying what should be outputted (number of robots or content of the network iirc)
by RepairMan
Sun Nov 06, 2016 3:51 pm
Forum: Show your Creations
Topic: CELLS - grid modules Prototype
Replies: 27
Views: 15507

Re: CELLS - grid modules Prototype

Could you upload a save maybe?
It looks good but its very hard to understand :(
by RepairMan
Thu Aug 18, 2016 5:26 pm
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 99144

Re: Circuit network features for 0.14

"Items needed for construction"
Great now we only need some way to automatically place down blueprints and we can have a Von Neumann factory \o/
(ik that there is a mod but it has gotten a bit messy)
by RepairMan
Sat Jul 09, 2016 5:01 pm
Forum: Combinator Creations
Topic: Neural Networks in factorio
Replies: 4
Views: 5415

Neural Networks in factorio

(Note: You should read some of this first: https://en.wikipedia.org/wiki/Feedforward_neural_network ) So I've recently been interested in neural networks and i came up with a very basic implementation of them in factorio. I'm only clamping the values because using sigmoid would require exponential c...
by RepairMan
Sat May 28, 2016 12:02 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 67621

Re: Friday Facts #140 - Soon

brunzenstein wrote:
RepairMan wrote:So is there a way to get the needed items in the logistic network?
Because that would allow for in-time crafting of missing building materials
Requester / provider chests just do that...
Not sure if this is a misunderstanding, i mean the items that are missing for a placed down blueprint
by RepairMan
Sat May 28, 2016 10:14 am
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 67621

Re: Friday Facts #140 - Soon

So is there a way to get the needed items in the logistic network?
Because that would allow for in-time crafting of missing building materials
by RepairMan
Sun Mar 20, 2016 11:09 am
Forum: Implemented Suggestions
Topic: Allow mods to register "slash" commands or global functions
Replies: 6
Views: 3635

Re: Allow mods to register "slash" commands or global functions

I definitly like the suggestion,
in my opinion there should be multiple additions to the chat system in general.
That might involve adding a chat events, a command event and a way to register commands
by RepairMan
Tue Mar 15, 2016 7:41 am
Forum: Pending
Topic: [kovarex] inconsistent behavior of "fire gun" key
Replies: 10
Views: 5889

Re: inconsistent behavior of "fire gun" key

Welcome to the forums! There might be 3 reasons for your guns not to fire, You are not in range, try traping a biter and shoot it You are reloading, you can see a yellow overlay "timer" appear on your weapon in the lower right Smoother reason related to the "C" key, try firing wi...
by RepairMan
Wed Jan 13, 2016 5:00 pm
Forum: Show your Creations
Topic: 8 lane T junction
Replies: 24
Views: 43631

Re: 8 lane T junction

Chain Signals might help?
by RepairMan
Fri Nov 13, 2015 12:58 pm
Forum: News
Topic: Friday Facts #110 - Tech art finished
Replies: 52
Views: 42614

Re: Friday Facts #110 - Tech art finished

I just updated to 1.17 (though I saw the tech icons before) and my opinion on this is, that the improved tech icons are a waste of resources. Sorry, I know, that you dont want to hear this as the new icons were made in good intentions to improve the game, but in my opinion they are unnessassary and...
by RepairMan
Mon Nov 09, 2015 12:14 pm
Forum: Mods
Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
Replies: 25
Views: 29248

Re: [MOD 0.12.10] Blueprint Deployer 1.0.0

Nevermind, figured it out :oops:
by RepairMan
Sun Nov 08, 2015 11:03 am
Forum: Mods
Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
Replies: 25
Views: 29248

Re: [MOD 0.12.10] Blueprint Deployer 1.0.0

Good Job, gonna try it out now. :D

Dont wanna be the bad guy, but don't you need to include the original license in the mod?
by RepairMan
Fri Oct 23, 2015 4:19 pm
Forum: Multiplayer
Topic: [Public|EU] OFFLINE Dedicated Server with Crash Detection
Replies: 311
Views: 125108

Re: [Public] Dedicated MP Server with Crash Detection

Thats an awsome Server,
i can't really connect to the server at the moment as i will end up in a desync loop :|
by RepairMan
Tue Oct 06, 2015 11:24 am
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 21780

Re: Automated Blueprint Deployer - Proof of Concept w/ video

My dear sir, you deserve a cookie. A very large and delicious cookie. https://s-media-cache-ak0.pinimg.com/236x/75/ce/ef/75ceefd9c9fd359ed3fe51bb6f70d04a.jpg That looks like a nice delicious cookie :D Btw with Network cables fixed, lets try to build a self replicating factory controlled by combinat...
by RepairMan
Sun Oct 04, 2015 7:39 pm
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 21780

Re: Automated Blueprint Deployer - Proof of Concept w/ video

So I love this mod and the idea behind it. I found some very annoying bugs so i went and fixed them, heres a changelog and the new mod file This not the official mod -> look at the license Now with support for Tiles, 0.12.11 and less crashes! The Latest version of the mod: autofab_0.1.3.zip 1. Delet...
by RepairMan
Sun Oct 04, 2015 4:38 pm
Forum: Not a bug
Topic: [0.12.10] Circuit network get_blueprint_entities and create_entity
Replies: 6
Views: 9680

Re: [0.12.10] Circuit network get_blueprint_entities and create_entity

Sorry for the trouble,
@gheift Could you help me with that?
by RepairMan
Sun Oct 04, 2015 2:49 pm
Forum: Not a bug
Topic: [0.12.10] Circuit network get_blueprint_entities and create_entity
Replies: 6
Views: 9680

Re: [0.12.10] Circuit network get_blueprint_entities and create_entity

Zeblote wrote:It doesn't even make sense to connect them like this, does it?
It's an example, if you want just connect a constant combinator and a lamp or something else, the result shall be the same.
by RepairMan
Sun Oct 04, 2015 2:36 pm
Forum: Not a bug
Topic: [0.12.10] Circuit network get_blueprint_entities and create_entity
Replies: 6
Views: 9680

[0.12.10] Circuit network get_blueprint_entities and create_entity

Steps to reproduce: 1. Connect 2 constant combinators like in the image below http://i.imgur.com/m885Khm.png?1 2. Place a blueprint of them in the first slot of your quicker 3. Execute the follow code in the console. It's gonna place the entity of the blueprint using the create_entity methode /c loc...

Go to advanced search