Search found 105 matches
- Mon Oct 02, 2023 4:40 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 106433
Re: Friday Facts #378 - Trains on another level
This is revolutionary! Can't wait for 2.0
- Wed Mar 06, 2019 4:46 pm
- Forum: Questions, reviews and ratings
- Topic: Blueprints and recipes in advance (shopping malls)
- Replies: 0
- Views: 3544
Blueprints and recipes in advance (shopping malls)
So I'm a big fan of using malls. I have several blueprints which have all of the items in the game automated, just for the player (not for production) (https://factorioprints.com/view/-L_IRYPClfgL4tSoQ7E4 for example). However when you start the game and place the blueprint, you're getting assembly ...
- Fri Nov 04, 2016 10:47 pm
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 38915
Re: Friday Facts #163 - New rails & New problems
I agreeDDDGamer wrote:I really hope the weird "Circle" shapes turn into actual proper rails circle roundabouts.
- Fri Nov 04, 2016 8:22 pm
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 38915
Re: Friday Facts #163 - New rails & New problems
First blog post by V!!! :D He deserves a proper introduction imho. When he plays openttd, he mods trains and builds awesome stuff like RAWR, YETI, NUTS. https://wiki.openttdcoop.org/User:V453000 First issue appeared fast - the vertical sides of rails would overlap the top side in junctions. I have b...
- Wed Sep 14, 2016 5:07 pm
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 11438
Re: [MOD 0.13.x+] Useful Map Colors
When are you releasing a 0.14 version?
- Sat Aug 13, 2016 11:47 am
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 99145
Re: Circuit network features for 0.14
Instead of using the circuit network to control trains, wouldn't it make sense to just have a "goto schedule line IF" rule in the schedule? The conditions could even support reading contents of a specific item type (for filtered train wagons) Like in openttd: http://blog.openttdcoop.org/fi...
- Thu Jun 30, 2016 4:05 pm
- Forum: Mod portal Discussion
- Topic: IDEA: <title>$MODTITLE</title>
- Replies: 1
- Views: 1791
Re: <title>$MODTITLE</title>
Agreed! Since it's build with React, you can probably use this to change titles:
https://github.com/gaearon/react-document-title
https://github.com/gaearon/react-document-title
- Tue Jun 28, 2016 8:24 pm
- Forum: Translations
- Topic: Web based translations
- Replies: 89
- Views: 77445
Re: Web based translations
I just fully translated the trailer into Dutch
- Tue Jun 28, 2016 3:08 pm
- Forum: 1 / 0 magic
- Topic: [0.13] [Pending] Ingame Mod updates failing
- Replies: 7
- Views: 3599
Re: [0.13] [Pending] Ingame Mod updates failing
Technically the rest API is at fault, since a 403 error would be expected 401 is possible too but I'm not sure if digest or basic auth is used by factorio.
- Sat May 21, 2016 7:27 am
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 41991
Re: Friday Facts #139 - Wrapping up multiplayer
One thing I'm wondering still is how will this game finder support modded games? Will there be space for a URL or something next to the game name to let people grab whatever mods are required? The mod portal will be used to download any required mods Since Klonan didn't link it, just going to leave...
- Fri Jan 15, 2016 10:49 pm
- Forum: News
- Topic: Friday Facts #121 - Path Finder Optimisation II
- Replies: 33
- Views: 38446
Re: Friday Facts #121 - Path Finder Optimisation II
Just wanted to say congratulation to Klonan
- Thu Dec 24, 2015 4:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Dude, where's my car?
- Replies: 13
- Views: 16868
- Thu Dec 24, 2015 4:12 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Overflow Valve
- Replies: 6
- Views: 16738
Re: [MOD 0.12.20] Overflow Valve
Did you push your changes? Anyway, just added a PRILMTitan wrote:Thanks. Updated the repository to fix the (dumb) error.
- Tue Nov 24, 2015 7:09 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104469
Re: [MOD 0.12.x] Smarter Circuitry
Can you please split up your repo into smaller repo's / topics? It's cumbersome to extract the zip file, then rezip the individual folders, then move them to the fmm directory so FMM can find them. Other than that, http://www.factoriomods.com/ might not index your mods right now because there are no...
- Mon Nov 16, 2015 11:18 pm
- Forum: Show your Creations
- Topic: Tutorial:Controlling oil reserves with pumps
- Replies: 14
- Views: 37486
Re: Tutorial:Controlling oil reserves with pumps
Here's what I use: Capture.PNG Keeps my fluids looking like this: Capture2.PNG Nice! What happens if tanks are full? The reason that I have my cracking pumps at <2k light oil/petroleum is so my yet to be built solid fuel pumps (> 2.4k) can go to solid fuel production. That way, creating batteries /...
- Sat Nov 14, 2015 11:55 pm
- Forum: Show your Creations
- Topic: Tutorial:Controlling oil reserves with pumps
- Replies: 14
- Views: 37486
Tutorial:Controlling oil reserves with pumps
Here's how I control my reserves and prevent all of them from running out. I know I can use combinators, but I don't care about energy loss and this way is much easier to set up. I've added wooden chests with barrels next to the lights so you can easily see what liquid is used for a condition(pump)....
- Sun Nov 01, 2015 9:36 pm
- Forum: Questions, reviews and ratings
- Topic: Mods in 0.12.15
- Replies: 5
- Views: 18274
Re: Mods in 0.12.15
Indeed I thought of splitting up the mod board again... < 0.12.10 and >= 0.12.10 Opinions? What this forum needs is something like a tagging system for mods, that way a topic can be tagged (by a moderator?) when a mod has been successfully tested, and maybe apply categorization via tags as well? Fo...
- Sun Oct 04, 2015 8:39 am
- Forum: Mods
- Topic: [Mod 0.13.x] Visible Bots 0.4.0
- Replies: 17
- Views: 31127
Re: [Mod 0.1.0] Visible Bots
Makes bots visible on the map / minimap the same way biters are visible So you can see what parts of your factory are busy!TuckJohn wrote:What does this mod do, exactly?
- Sat Oct 03, 2015 1:13 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 138680
Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20
Would it be possible to colorize the ore type by their respective map color? This is because it would then be easier to distinguish the different ore types, for obvious reasons. Yes, that sounds good. Since you seem to have the right idea with the code (but, hint, you don't want to change the capti...
- Fri Oct 02, 2015 7:36 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 138680
Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20
Would it be possible to colorize the ore type by their respective map color? This is because it would then be easier to distinguish the different ore types, for obvious reasons. Untested, but from what I can see the following should work: el = sites_gui.add{type="label", name="YARM_la...