Search found 90 matches

by NiftyManiac
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

Toxomania wrote:Hey, any chance we're getting an update for 0.15?

I'd love to try out your mod, it looks amazing!
Eventually :). I'm very busy in the short term but I'll get around to it.
by NiftyManiac
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...
by NiftyManiac
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.
by NiftyManiac
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...
by NiftyManiac
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.
by NiftyManiac
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.
by NiftyManiac
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 ...
by NiftyManiac
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...
by NiftyManiac
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...
by NiftyManiac
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 ...
by NiftyManiac
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...
by NiftyManiac
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 ...
by NiftyManiac
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...
by NiftyManiac
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...
by NiftyManiac
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...
by NiftyManiac
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...
by NiftyManiac
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!
by NiftyManiac
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...

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