Eventually . I'm very busy in the short term but I'll get around to it.Toxomania wrote:Hey, any chance we're getting an update for 0.15?
I'd love to try out your mod, it looks amazing!
Search found 90 matches
- Fri May 12, 2017 11:59 pm
- Forum: Mods
- Topic: [MOD 0.14] Train Coupler
- Replies: 33
- Views: 18857
Re: [MOD 0.14] Train Coupler
- Fri May 12, 2017 11:56 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 160781
Re: GreyGoo Mk I: A self-expanding factory
Finally for now my thoughts on making it so it's more and more grey goo than wall-e working alone to build an empire. The pic assumes you keep starting with a 3x3 grid of cells for your start and head to that same first cell moving counter-clockwise around the formatted area, but instead every cell...
- Fri May 12, 2017 11:50 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 38841
Re: [MOD 0.14] Sticky notes - leave notes or signs on the map
Hey guys, sorry for the hiatus, been really busy. I'll try to check out Nexela's updates and push a new version of the mod soonish.
- Sat Mar 18, 2017 11:04 pm
- Forum: Mods
- Topic: [MOD 0.14] Train Coupler
- Replies: 33
- Views: 18857
Re: [MOD 0.14] Train Coupler
There may be still some problems with merging trains. Materials can get changed in something else after coupling. Here's an example: The plastic train couples and after coupling, copper in the last waggon gets changed into steal. http://imgur.com/Vgou7jw Hmm. Does this always happen with that confi...
- Tue Mar 14, 2017 5:54 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
- Replies: 11
- Views: 12070
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
Just want to say that this is awesome and hasn't got nearly the attention it deserves. Looking forward to V2 and self replication!
The race to the first self-replicating factory is on.
The race to the first self-replicating factory is on.
- Tue Mar 14, 2017 5:50 pm
- Forum: Railway Setups
- Topic: Trains crossing (literally)
- Replies: 4
- Views: 4241
Re: Trains crossing (literally)
I've actually run into this in real games (https://imgur.com/MJzVb8p). Possibly a bug with signals for allowing that in the first place, though.
- Tue Mar 14, 2017 4:06 am
- Forum: Mods
- Topic: [MOD 0.14] Train Coupler
- Replies: 33
- Views: 18857
Re: [MOD 0.14] Train Coupler
No. That's why I ask. Oh sorry, didn't understand the question. No, the coupler rail doesn't act as a rail signal. You can see in the video that I add signals next to some of the coupler rails but not others; sometimes you need it, sometimes you don't. A couple of the ones in the video are hard to ...
- Sun Mar 12, 2017 11:29 pm
- Forum: Mods
- Topic: [MOD 0.14] Train Coupler
- Replies: 33
- Views: 18857
Re: [MOD 0.14] Train Coupler
Is the coupler a rail signal or why doesnt the parked wagons don't block the station? Watch the linked video, all your questions will be answered there. Therefore, in this thread, I have suggested that, in Factorio, locomotives should generally be symmetrical and that trains should always be able t...
- Thu Mar 09, 2017 4:04 am
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 39864
Re: Challenge: Build the fastest glider (and win something!)
Here's a video of the top four contestants' gliders: https://www.youtube.com/watch?v=weBhlrY52Rw
- Tue Mar 07, 2017 12:54 am
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 39864
Re: Challenge: Build the fastest glider (and win something!)
Congratulations to Yoyobuae, with a final average-of-3 score of 5.484 m/s! Since the scores are so close, I'm allowing 24 hours before awarding the prize for any challenges in case someone believes I made a mistake in scoring the entry they submitted. First place Blueprint A. Then load storage chest...
- Sat Mar 04, 2017 3:26 pm
- Forum: Implemented mod requests
- Topic: Allow assigning god-mode players to vehicles
- Replies: 2
- Views: 1729
Re: Allow assigning god-mode players to vehicles
Sweet, thanks.
- Thu Mar 02, 2017 9:27 pm
- Forum: Modding help
- Topic: When can LuaTrain.front_rail be nil?
- Replies: 0
- Views: 850
When can LuaTrain.front_rail be nil?
In what cases will calling train.front_rail or train.back_rail return nil? Since it's impossible to place a train without rail I'm curious so things don't break unexpectedly. As a side note, is there any direct way of getting the unminable rails underneath a wagon, short of getting all nearby rails ...
- Thu Mar 02, 2017 8:00 pm
- Forum: Railway Setups
- Topic: Railyard prototype
- Replies: 4
- Views: 5116
Railyard prototype
Have you ever wanted to build a railyard with storage, cargo wagon sorting, train breakdown and recombination, the works? Well now you can! I put together the Train Coupler mod with this in mind. Here's a video of a very simple railyard prototype: https://www.youtube.com/watch?v=fQAgWssR2aY And here...
- Thu Mar 02, 2017 7:34 pm
- Forum: Mods
- Topic: [MOD 0.14] Train Coupler
- Replies: 33
- Views: 18857
[MOD 0.14] Train Coupler
Info Name: Train Coupler Description: Adds the coupler rail, which automatically couples/decouples wagons if it's aligned with a gap when the train stops at a station. Tested with Factorio version: 0.14.22 Locale: English License: MIT License. I'd appreciate if you contribute via github instead of ...
- Thu Mar 02, 2017 2:15 am
- Forum: Implemented mod requests
- Topic: Allow assigning god-mode players to vehicles
- Replies: 2
- Views: 1729
Allow assigning god-mode players to vehicles
A god-mode player with no character can still enter vehicles and travel with them, and the vehicle is visible through player.vehicle, but vehicle.passenger is nil. As far as I can tell, there's no way to assign a god-mode player to a vehicle. I assume multiple god-mode players can follow a single ve...
- Wed Mar 01, 2017 5:54 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 320077
Re: [Mod 0.14] Logistic Train Network 0.9.4
Trains cant even automatically be put on track. Would be kind of fun though to watch a 4x4 train assembler spewing out long trains like OTTD depots. Train-deployer/train-assembler has been on my project list for some time, I just haven't come up with a sufficiently good in game mechanic for it... I...
- Wed Mar 01, 2017 2:48 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 320077
Re: [Mod 0.14] Logistic Train Network 0.9.4
Trains cant even automatically be put on track. Would be kind of fun though to watch a 4x4 train assembler spewing out long trains like OTTD depots. Train-deployer/train-assembler has been on my project list for some time, I just haven't come up with a sufficiently good in game mechanic for it... I...
- Tue Feb 28, 2017 5:08 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 160781
Re: GreyGoo Mk I: A self-expanding factory
Playing this, I've had it run out of yellow belts and medium power poles, on cells that had a lot of mining going on. Also it gradually fills up with stone from the boulders that it removes. Did you mean to use fast inserters instead of stack inserters on the mining cell chest->train part? Yeah, ru...
- Tue Feb 28, 2017 3:15 am
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 39864
Re: Challenge: Build the fastest glider (and win something!)
Smarter Trains is the one I was referring to. Updated the OP. Good luck!
- Tue Feb 28, 2017 3:10 am
- Forum: Implemented mod requests
- Topic: Make locomotive orientation consistent with create_entity
- Replies: 7
- Views: 3028
Re: Make locomotive orientation consistent with create_entity
Ok. I think adding orientation to create_entity would be very helpful, though. I'm actually quite confused with how direction turns into orientation: if I'm trying to place a locomotive on a curved rail, with orientation=0.335, the directions east, southeast, west, and northwest all give me the corr...