Search found 14 matches
- 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
- 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...
- Sat Sep 10, 2016 11:02 pm
- Forum: Ideas and Requests For Mods
- Topic: [Solved][Mod Search] outputing available robot count
- Replies: 4
- Views: 1785
- 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 ...
- 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 ...
- 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
I believe that the old green smart inserter will be replaced with the new purple one.Zeblote wrote:So the smart inserter doesn't get removed?
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
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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...