Search found 13 matches

by Hottemax
Fri Mar 20, 2020 9:54 pm
Forum: Mods
Topic: [MOD 0.16.x] Factorio Extended Plus
Replies: 52
Views: 70649

Re: [MOD 0.16.x] Factorio Extended Plus

Confirmed, logistics are broken (new GUI?)
by Hottemax
Tue Feb 18, 2020 4:51 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 264517

Re: Provider/Requester in one stop

It seems to me that both combined provider/requester blueprints from this post have a small error - the wires going from the stop and the output lamp to the arithmetic combinator that does the * (-1) are inverted. Input and output wiresshould be switched on the combinator, in order to match the beha...
by Hottemax
Mon Apr 01, 2019 11:51 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.21] Train pathfinding error
Replies: 4
Views: 1686

Re: [kovarex] [0.17.21] Train pathfinding error

Why does it matter if the train "has already chosen" when it comes to the train stop? How did it make that "decision" anyway (since it should have "already decided" to turn left, since that is the shorter route)? Edit: Also, I tested it again, if I remove a piece of rai...
by Hottemax
Thu Mar 28, 2019 8:15 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.21] Train pathfinding error
Replies: 4
Views: 1686

[kovarex] [0.17.21] Train pathfinding error

[Initially posted at https://www.reddit.com/r/factorio/comments/b6anao/train_path_finding_question/] I have a simple train test network that can be seen here: Factorio 0.17.21 27.03.2019 23_09_28.png . The save file is also attached, and rail blocks can be seen here: Factorio 0.17.21 27.03.2019 23_3...
by Hottemax
Wed Mar 06, 2019 3:10 pm
Forum: Show your Creations
Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
Replies: 10
Views: 22812

Re: [0.16] My 1000 science per minute casual "megabase"

Thanks for sharing, very satisfying to take a tour in this neat base!
by Hottemax
Wed Mar 06, 2019 2:32 pm
Forum: Show your Creations
Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
Replies: 29
Views: 172970

Re: Compact Mall "Build everything" 0.17 belted mid game

No worries, and thanks again - great mall design, love the BP, works like a charm!
by Hottemax
Wed Mar 06, 2019 11:49 am
Forum: Show your Creations
Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
Replies: 29
Views: 172970

Re: Compact Mall "Build everything" 0.17 belted mid game

Hi, i gonna check that, refresh de BP string if needed -> i have refresh the content of the BP link, enjoy I'm not quite sure what you mean, it still doesn't work if I use the "Copy Blueprint string" link. There are 2 superfluous equal signs at the beginning of the string that gets copied...
by Hottemax
Wed Mar 06, 2019 11:33 am
Forum: Show your Creations
Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
Replies: 29
Views: 172970

Re: Compact Mall "Build everything" 0.17 belted mid game

The blueprint string does not work for me, unfortunately?!
by Hottemax
Wed Feb 27, 2019 9:11 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 572
Views: 296017

Re: Thank you (Make the dev-team happy today!)

0.17 looks and plays a-maaaaa-zing.

You guys are the best, thank you!
by Hottemax
Mon Jan 29, 2018 11:28 am
Forum: Ideas and Suggestions
Topic: Blueprint positioning unnecessarily in 2-tile increments
Replies: 9
Views: 3571

Re: Blueprint positioning unnecessarily in 2-tile increments

posila wrote:Rails themselves are aligned to 2 tile grid and this won't change, because rail is 2x2 entity and if was aligned to 1-tile grid, it would be possible to build two rails which you could never connect.
So any blueprint containing rails will be also aligned to 2 tile grid.
Oh I see, ok.
by Hottemax
Mon Jan 29, 2018 10:33 am
Forum: Ideas and Suggestions
Topic: Blueprint positioning unnecessarily in 2-tile increments
Replies: 9
Views: 3571

Blueprint positioning unnecessarily in 2-tile increments

Not sure if this goes in bug reports or here, but it relates to the issue described here: https://forums.factorio.com/viewtopic.php?f=25&t=48383 In my case, even the smallest blueprints involving rails only move in 2-grid/tile increments when I try to place them, which is infuriating when design...
by Hottemax
Wed Jun 28, 2017 6:41 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.15.x] Duplicate blueprint when using game different OSes
Replies: 17
Views: 8852

Re: [Oxyd] [0.15.x] Duplicate blueprint when using game different OSes

I go between 2 different computers and this happens to me. I will sometimes get 4 or 5 different copies of a blueprint. In my case both are Windows 10 but may be slightly different versions. I think, not positive though that it may be duplicated when I open a different save on one of these computer...

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