Search found 314 matches
- Mon Aug 03, 2015 11:26 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 205287
Re: [MOD 0.12.x] Advanced Logistics System
Yeah my bad, the issue was i was initializing the search update/check functions inside the search field gui click handler, which was obviously stupid. now they are moved as a standalone functions and are being passed the player index alongside the ontick event object. should be all working fine now...
- Mon Aug 03, 2015 1:59 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 205287
Re: [MOD 0.12.x] Advanced Logistics System
When I load my single player game I get the following error, Error while running the event handler: __advanced-logistics-system__/control.lua:244: attempt to call global 'onLogisticsSearchTick' (a nil value) This is a game that I have played for about 3 hours with your mod enabled in. I've found to...
- Mon Aug 03, 2015 1:57 pm
- Forum: Ideas and Suggestions
- Topic: Compound Combinators (complex logic in a single building)
- Replies: 9
- Views: 4280
Re: Compound Combinators (complex logic in a single building)
That would be really interesting and useful. A way to make combinators do more than just 1 thing at a time would be great.
- Mon Aug 03, 2015 3:27 am
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 149063
Re: Bugs and problems
Hey, love your mod(s), but I'm having some troubles with the power. Essentially it comes down to using the copper/steel pipes as well as the mk2 & mk3 boilers make it so engines cannot run. With the normal pipes & boilers, even the mk3 engines get enough water to run 10 of them off of 14 nor...
- Mon Aug 03, 2015 3:11 am
- Forum: Videos
- Topic: X-Perimental - Logistics & Logic in .12
- Replies: 10
- Views: 19980
Re: X-Perimental - Logistics & Logic in .12
Combinators and Cracking I've put combinators to work controlling my oil conversion to keep things progressing. Get some advanced circuits going & preparing for the revolution of logistics. While controlling a logistic network is more simplistic, I'm going to continue to use combinators in what...
- Mon Aug 03, 2015 3:00 am
- Forum: Videos
- Topic: Combinator Tutorial
- Replies: 0
- Views: 2696
Combinator Tutorial
Check out part 1
I've gone over each type of combinator, what they do, and some different uses for them. Considering their potential & future additions, I will making more videos to go over changes as well as the latest & greatest of the community's designs.
I've gone over each type of combinator, what they do, and some different uses for them. Considering their potential & future additions, I will making more videos to go over changes as well as the latest & greatest of the community's designs.
- Mon Aug 03, 2015 12:54 am
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 40875
Re: Friday Facts #97 - Greenlight preparations
Sounds to me a bit as if you expected the greenlight part to be difficult, while in reality I don't think a greenlight part is to be afraid of at all, I mean you will get accepted within hours. I'm not exaggerating, Steam accepts 8 new games daily. It's kind of a joke at this point. The real diffic...
- Mon Aug 03, 2015 12:22 am
- Forum: General discussion
- Topic: Replayability of factorio
- Replies: 22
- Views: 22393
Re: Replayability of factorio
Ok.... you guys do realize that 100 hours of playtime from a game is pretty nuts right? I've gotten near 1k hours out of Factorio and probably another 2-3k before I get tired of it. KSP I got over 1k hours out of and still play it a bit here & there. There are $60 AAA titles that you would be lu...
- Sun Aug 02, 2015 8:40 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Pocket Bots Start v1.0.4
- Replies: 27
- Views: 54498
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Indeed, it is all working flaweless now :) Thank you again for this mod, it makes the early game more enjoyable! I'm glad you enjoy it. It takes out the tree cutting labor & speeds up constructing. I also like how it extends your reach so you don't have to move around so much to place stuff. I'...
- Fri Jul 31, 2015 7:08 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Pocket Bots Start v1.0.4
- Replies: 27
- Views: 54498
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Hi. Tried to start a new game today with your mod and Dytech CORE, something seem to clash between them. I got an error message that had something to do with the bot research, i set it to false in your control.lua line 59 i think it was. Sorry I'm just a complete noob at this, don't even know where...
- Fri Jul 31, 2015 6:58 pm
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 40875
Re: Friday Facts #97 - Greenlight preparations
"Kovarex release worthy" is stable for every other game. "Kovarex stable" is when other games would stop & just focus on selling.Havoc_mayhem wrote:For someone who's relatively late to the Factorio scene, is 'kovarex stable' a more stringent or lenient condition than 'stable'?
- Fri Jul 31, 2015 8:52 am
- Forum: Show your Creations
- Topic: My first drone-automated base
- Replies: 42
- Views: 28604
Re: My first drone-automated base
There's nothing wrong with using your storage up first and passives tend to keep products closer to where they are needed unless your factory design has the storage chests closer to where the product is needed. That is something actually possible with my active provider setup. You can tell robots w...
- Fri Jul 31, 2015 8:10 am
- Forum: Videos
- Topic: X-Perimental - Logistics & Logic in .12
- Replies: 10
- Views: 19980
Re: X-Perimental - Logistics & Logic in .12
Combinator Inserters In this episode I go over using combinators to control production of plastics & batteries so one or the other doesn't use up all the petroleum. I also build an inserter module to build up all the inserters. I use combinators to control production so it doesn't use up all my...
- Fri Jul 31, 2015 6:35 am
- Forum: Show your Creations
- Topic: My first drone-automated base
- Replies: 42
- Views: 28604
Re: My first drone-automated base
The only time using active providers is useful is when provider chest is getting filled. If you're not filling the chest, there's no reason to use actives. There's nothing wrong with using your storage up first and passives tend to keep products closer to where they are needed unless your factory de...
- Wed Jul 29, 2015 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Building Modes - Different functionalities
- Replies: 4
- Views: 1360
Re: Building Modes - Different functionalities
May I point to this: https://forums.factorio.com/forum/viewtopic.php?f=67&t=4682 ? That's not what I am talking about, but Planning mode could utilize some of those ideas. I want modes that alter the way things work so that it's easier to do different tasks. While I love .12, it's made early ga...
- Wed Jul 29, 2015 10:50 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Pocket Bots Start v1.0.4
- Replies: 27
- Views: 54498
Re: [MOD 0.12.x] Pocket Bots Start v1.0.2
Oh, I know. I removed the research tech for the default which makes blueprints unusable in the normal start..... hmmm. I'll need to modify it to enable ghost usage either way then I don't need to research blueprint tech automatically. Let me get on it. Alrighty, 1.0.3 uploaded & this problem has...
- Wed Jul 29, 2015 10:47 am
- Forum: Ideas and Suggestions
- Topic: Building Modes - Different functionalities
- Replies: 4
- Views: 1360
Re: Building Modes - Different functionalities
It has nothing to do with laying ghosts. I'm talking about the way that copying entities functions. With .12 it only uses one entity at a time & tries to copy it to whatever you paste it on. In .11 you could store a copy of each unique entity & only paste to entities of the same kind. The ot...
- Wed Jul 29, 2015 6:45 am
- Forum: Ideas and Suggestions
- Topic: Building Modes - Different functionalities
- Replies: 4
- Views: 1360
Building Modes - Different functionalities
So the preface of this idea is that .12 changed the way things worked like copying entity settings, the way items in the hand work, and some other minor tweaks. Personally, I don't like the changes and find them useful less often than the old way of handling things. Since the game is in alpha, more ...
- Wed Jul 29, 2015 3:16 am
- Forum: General discussion
- Topic: 12.1 Splitters
- Replies: 15
- Views: 14930
Re: 12.1 Splitters
The splitter put each unque item 50/50. What you are seeing is that when a belt is compressed, the code always checks one side first and thus one side of the belt goes one way and so on. This is normal and expected. It will also happen if items are alternating back and forth.
- Tue Jul 28, 2015 11:14 pm
- Forum: Show your Creations
- Topic: My first drone-automated base
- Replies: 42
- Views: 28604
Re: My first drone-automated base
I personally put smart inserters on the requesters at set network wide limits. This way I can control how much of each I have. With .12 out you could use constant combinators to every assembler of an item in one place.