Search found 23 matches
- Wed Apr 29, 2015 7:06 am
- Forum: Gameplay Help
- Topic: Ability To Play A Custom Map Without A Player
- Replies: 6
- Views: 14817
Re: Ability To Play A Custom Map Without A Player
- create map "insertnamehere" - copy the files and folders from "C:\Program Files\Factorio\data\base\scenarios\sandbox" (or your installation path) to C:\Users\"yourname"\AppData\Roaming\Factorio\scenarios\"insertnamehere" - map can now be found under custom s...
- Thu Jan 15, 2015 10:17 pm
- Forum: Show your Creations
- Topic: Super spliters 3000
- Replies: 13
- Views: 12025
Re: Super spliters 3000
Last one is kind of amazing
Small hint for a 33% splitter: make a 25% splitter (two splitter behind a single one) and build a belt from one end back into the first one.
But hey, you managed it in your own way.
Small hint for a 33% splitter: make a 25% splitter (two splitter behind a single one) and build a belt from one end back into the first one.
But hey, you managed it in your own way.
- Tue Jan 13, 2015 10:31 pm
- Forum: Releases
- Topic: Version 0.11.11
- Replies: 36
- Views: 45353
Re: Version 0.11.11
Ahhh, a new train logic to break!
For the inserter changes ( the vector something not save from boundry something error):
change the insert_position in the mod files: 0.65->0.8 1.35->1.2 1.65->1.8 2.35->2.2
in "modname"\prototypes\entities\"something".lua
For the inserter changes ( the vector something not save from boundry something error):
change the insert_position in the mod files: 0.65->0.8 1.35->1.2 1.65->1.8 2.35->2.2
in "modname"\prototypes\entities\"something".lua
- Tue Jan 13, 2015 9:54 am
- Forum: Mods
- Topic: [0.11.18+] Hardcorio:SC2 FINALE, 20 chance to win, 1-7 June
- Replies: 170
- Views: 116490
Re: [0.11.x] Hardcorio:SC v.1.0.0
Hmm, a 20 milliwatt generator, seems quite useless, doesn't it? Sorry, had to...Stx3 wrote: new energy generator (fusion reactor 20mW)
- Mon Jan 12, 2015 9:11 pm
- Forum: Mods
- Topic: [0.11.x] Russian Logistics 0.2.5 [belts++,dynamic inserters]
- Replies: 79
- Views: 45898
Re: Russian Logistics Mod
Had the same problem with dytech inserters. Following changes resolved the issues:
change the values of insert_position: 0.65->0.8 1.35->1.2 1.65->1.8 2.35->2.2
I don't know whether you use the same values, but i hope, that helps.
change the values of insert_position: 0.65->0.8 1.35->1.2 1.65->1.8 2.35->2.2
I don't know whether you use the same values, but i hope, that helps.
- Sun Jan 11, 2015 8:07 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339891
Re: [0.11.x][v0.1.5] Bob's Logistics mod
Did you do the testing with the modification of the distance_to_enter value or without?
- Sun Jan 11, 2015 7:29 pm
- Forum: Ideas and Suggestions
- Topic: Pipe pressure
- Replies: 4
- Views: 3066
Re: Pipe pressure
Hmm, there are pumps.
- Sun Jan 11, 2015 4:37 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339891
Re: [0.11.x][v0.1.5] Bob's Logistics mod
Got the same underground belt problem. Changed the value of distance_to_enter to 0.5 and it works now. Well, let's see whether it has broken something else.
- Sun Jan 11, 2015 10:58 am
- Forum: Balancing
- Topic: Gun turret size & rotation
- Replies: 11
- Views: 19734
Re: Gun turret size & rotation
Yes, you are right. The only thing that springs to my mind is that that would need more sprites for the buildings, i think.
- Sun Jan 11, 2015 10:50 am
- Forum: Balancing
- Topic: Gun turret size & rotation
- Replies: 11
- Views: 19734
Re: Gun turret size & rotation
Yes, that's a bit annoying. Of course you can make a horizontal and a vertical blueprint for the defenses, but still, annoying... Square footprint should be mandatory for all the buildings. *looking at modmakers* *deathstare at dytechs gem manufacturing chain*
- Sun Jan 11, 2015 9:22 am
- Forum: Ideas and Suggestions
- Topic: Copy-paste modules (in addition to settings)
- Replies: 22
- Views: 23148
Re: Copy-paste modules (in addition to settings)
For Blueprints: Of course it doesn't make sense all the time. But most of the times it makes sense! ;) And for the former case: just make blueprints without any modules or different blueprints for every module setup. For Copy/Paste: What if shift LMB/RMB copy/pastes settings and eg. strg LMB/RMB cop...
- Sat Jan 10, 2015 8:53 am
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 43519
Re: Friday Facts #68 The trains
Since I'm responsible for that savegame, here are some screenshots i took a while ago:
http://imgur.com/a/bImSv#0
The trip around the lake takes about 6 minutes (no wagons).
http://imgur.com/a/bImSv#0
The trip around the lake takes about 6 minutes (no wagons).
- Fri Jan 09, 2015 9:07 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 43519
Re: Friday Facts #68 The trains
If it's the only station with the Name "insertnamehere", it will wait in front of the station. If there are other stations with the name "insertnamehere" around, it will calculate trough the wheighting system, whether it's better to go to the next free station or to wait. edit: y...
- Fri Jan 09, 2015 7:11 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 43519
Re: Friday Facts #68 The trains
Basically you can link the entrance and all the exit signals of a block. More: http://www.tt-wiki.net/wiki/Pre-signals_tutorial
- Fri Jan 09, 2015 6:43 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 43519
Re: Friday Facts #68 The trains
Just read about pre-signals. Never played any openTDD or sth. like that before. Only one thing to say: I WANT THEM NOW!
- Fri Jan 09, 2015 5:57 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 43519
Re: Friday Facts #68 The trains
Hmmmm, there is something strangely familiar about that place. Well, i think, i won't take down the savegame for a time. Or will I?
- Fri Jan 09, 2015 9:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8][kovarex] Train stops with "no path" error
- Replies: 14
- Views: 14294
Re: [0.11.8][kovarex] Train stops with "no path" error
I'm sooo looking forward for the next update. In my new game everything is handled by trains. Every production facility is separated and no belts are allowed between them. Even those annoying copper cables have to be transported by train. If there is a bug in the new train logic, I'll find it! :twis...
- Tue Jan 06, 2015 6:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8][kovarex] Train stops with "no path" error
- Replies: 14
- Views: 14294
Re: [0.11.8][kovarex] Train stops with "no path" error
Great. Thanks and happy to help!
- Tue Jan 06, 2015 12:13 pm
- Forum: Releases
- Topic: Version 0.11.9
- Replies: 40
- Views: 49555
Re: Version 0.11.9
I also have the inserter (chest to belt unload) and research icons bug.
- Mon Jan 05, 2015 5:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8][kovarex] Train stops with "no path" error
- Replies: 14
- Views: 14294
Re: [0.11.8] Train stops with "no path" error
And another weird one. The upper two lanes to the left of the image are completely congested by at least 10 trains. Circled signal lights make no sense. The next stop of the bugged out train would be straight to the east. So it is on the right track...