Search found 14 matches

by Satis
Fri Jun 08, 2018 1:25 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 68815

Re: Friday Facts #246 - The GUI update (Part 3)

Wao the new UI looks amassing and the preview map is easier to read as well now :)
by Satis
Mon Feb 20, 2017 11:32 pm
Forum: Mod portal Discussion
Topic: IDEA: GSP Download Mods From Mod Portal
Replies: 0
Views: 1214

IDEA: GSP Download Mods From Mod Portal

Hi. I'm Satis and I'm a huge Factorio supporter that has played since the beginning. I have clocked over 1000 hours playing this amazing game. I would like to explain what this post is about. I work for ABC Game Servers as an Engineer, I am working to add popular mods to our "1-Click-Mod-Instal...
by Satis
Sat Sep 10, 2016 2:39 pm
Forum: Ideas and Requests For Mods
Topic: [Solved][Mod Search] outputing available robot count
Replies: 4
Views: 1785

Re: [Mod Search] outputing available robot count

Didn't they add those signals to roboport buildings? Yeah that's what I thought as well, but if I connect an roboport to an electric pole (for readout) and then an inserter, then the electric pole get all the data the of the logistic network that the roboport are connected with, like what's stored ...
by Satis
Sat Sep 10, 2016 1:32 pm
Forum: Ideas and Requests For Mods
Topic: [Solved][Mod Search] outputing available robot count
Replies: 4
Views: 1785

[Solved][Mod Search] outputing available robot count

Hi. I thought they added so you could get the available robot counts without having to use an mod, but I cant seam to find any conditions that tells so. Now I have played with an mod that did this for you, when an object was placed inside the logistic network, that you then could wire up to get the ...
by Satis
Fri May 13, 2016 4:49 pm
Forum: News
Topic: Friday Facts #138 - Better Circuit Network III
Replies: 59
Views: 30451

Re: Friday Facts #138 - Better Circuit Network III

Zeblote wrote:So the smart inserter doesn't get removed?
I believe that the old green smart inserter will be replaced with the new purple one.
Also all the other inserters should have the same functionality as the old green smart inserter as well now, once you have researched logistic network
by Satis
Sat Feb 20, 2016 9:01 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 327224

Re: [MOD 0.12.11] SmartTrains 0.3.7

I wasn't able to reproduce it, but glad you could fix it. Did you by any chance at one time skip a SmartTrain release? From time to time i remove old migration code, possibly you missed an important one? I properly have. I didn't start an new game with an updated version and I didn't save the game ...
by Satis
Sat Jan 30, 2016 8:24 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 327224

Re: [MOD 0.12.12] SmartTrains 0.3.7

Sounds like you're doing it right. It works fine for me, i have made a few changes to SmartTrains since the latest release, but i don't think they have anything to do with it. You can try using https://github.com/Choumiko/SmartTrains/releases/download/v0.3.71-pre/SmartTrains_0.3.71.zip and see if i...
by Satis
Mon Jan 25, 2016 4:09 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 327224

Re: [MOD 0.12.12] SmartTrains 0.3.7

Hi Choumiko. I have 1 issue and 1 question for you. First lets take the issue. I'm trying to get the automatic refueling to work, but it do not recognize the stations I have made. here is the setup I have done. I have several refueling stations named: "Refuel L-CCCC-L", "Refuel LL-CCC...
by Satis
Sun Dec 20, 2015 10:00 am
Forum: News
Topic: Friday Facts #117 - Path Finder Optimisation I
Replies: 42
Views: 43859

Re: Friday Facts #117 - Path Finder Optimisation I

To be honest, I don't understand why you would want an mod portal, since you are preparing to go to steam anyway, so why not just use there workshop system for all the mods, which will make everything easier. With the workshop you can auto update mods if they are updated by the creator and with some...
by Satis
Tue Aug 25, 2015 5:24 am
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 45127

Re: [MOD 0.12.x] Logistic Combinators

Thanks, this was greatly needed. I have 2 suggestions for the mod. One thing I would suggest you add to it, is that when placing an Logistic Combinator, then highlight the logistic area so it's easier to see if you are in the logistic area, just like the logistic chests and roboports does ;) If you ...
by Satis
Sat Feb 28, 2015 11:29 pm
Forum: Mods
Topic: [MOD 11.16] The "No Crafting Challange" Mod 0.2.3
Replies: 14
Views: 30634

Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2

Oh snap, I just finished my own "No Crafting Challenge" mod and was almost ready to upload it, when I saw this post. I did search for it before, but nothing came up. Anyway, I did do things a bit different than you on how to deactivate the manual crafting and I think it will work better th...
by Satis
Sat Feb 28, 2015 11:10 pm
Forum: Modding help
Topic: Question on Own recipe catagory and how they are setup
Replies: 2
Views: 1821

Re: Question on Own recipe catagory and how they are setup

Never mind, I found out how they were linked together by looking over all the lua files.
by Satis
Fri Feb 20, 2015 11:44 pm
Forum: Modding help
Topic: Question on Own recipe catagory and how they are setup
Replies: 2
Views: 1821

Question on Own recipe catagory and how they are setup

So I have been looking a bit into the recipe.lua and recipe-category.lua The way it is right now, all recipe have by default the "crafting" category unless it's specified with another category. What I'm looking for it how do the game difference between the category "crafting" and...

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