Search found 68 matches
- Fri Jun 02, 2017 6:29 pm
- Forum: Mods
- Topic: [0.15.12+] Compound Furnaces 0.0.9
- Replies: 5
- Views: 3118
Re: [0.15.12+] Compound Furnaces 0.0.6
nice idea (haven't actually tried it as I have no need in my new-game yet to focus on UPS, but I've used equivalent ideas in other games that basically compound things together to reduce the number of actual in-game items for FPS reasons), but I think pollution implementation is definitely required ...
- Fri Jun 02, 2017 6:15 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390899
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
i guess it isn't a helpful or constructive point but, anyway, here goes - thanks for all your efforts. Makes things so much damn easier to test. I have accidentally now spent longer messing around with builds than I have on my current "main" game I am designing the BP's for :mrgreen: p.s. ...
- Thu Jun 01, 2017 8:26 pm
- Forum: Ideas and Suggestions
- Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
- Replies: 21
- Views: 7513
Re: Allow changing entity settings from radar remote view
It works this way by design. You're meant to go there if you want to do more than blueprint/deconstruct. The same reason you can't open/change machines at any distance in the normal view. Fair enough. Thanks for the answer. Maybe a remote control device would be cool for changing constant combinato...
- Thu Jun 01, 2017 8:21 pm
- Forum: Not a bug
- Topic: [0.15.7 (and earlier] Belt inserter needs > 1 tick enable
- Replies: 2
- Views: 1164
[0.15.7 (and earlier] Belt inserter needs > 1 tick enable
Not sure if intentional, an oversight or a bug, but inserters sent a 1 tick pulse to enable will not perform a cycle of picking up / placing down to/from a belt. Whereas, they will perform a full cycle if inserting to/from a chest In the below example, all inserters have the same settings, set to en...
- Sun May 28, 2017 8:13 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211160
Re: [MOD 0.14] Upgrade planner - v1.2.7
hello I love the mod, but is there any chance of a less intrusive icon? (or some other way to get the menu?) It is quite a visible (fluorescent green etc) icon and quite large... If there is no easy alternative, then I think changing it to a simple single square "+" symbol (viz Evogui or Y...
- Sat May 27, 2017 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Burner power armour generator
- Replies: 2
- Views: 1554
Re: Burner power armour generator
https://forums.factorio.com/viewtopic.php?f=93&t=14894 I agree, which is why I wrote this. Hoping more of it gets added to vanilla still tho. yeah and I appreciate the mod :D (I played heavily modded) but still think the concept would integrate very well into vanilla. I understand why e.g. FARL...
- Fri May 26, 2017 4:57 pm
- Forum: Ideas and Suggestions
- Topic: Burner power armour generator
- Replies: 2
- Views: 1554
Burner power armour generator
A Mk1 and Mk2 generators for power armour that allow you to burn items (with stacks of fuel placed in armour inventory or a dedicated slot) would be very useful. It would bridge the gap to fusion generator as well as being a potential substitute (rocket fuel based would be more compact and higher ou...
- Fri May 26, 2017 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
- Replies: 21
- Views: 7513
Allow changing entity settings from radar remote view / Access Building Configurations from Map View
Allow changing entity settings (e.g. circuit network conditions, constant combinators, assembler recipes and similar) from radar remote view. Currently you can build with blueprints / ghosts remotely but you can't change the setting of an existing entity. I understand the reason for not letting us c...
- Fri May 19, 2017 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Radar bonuses from e.g. adjacency or tech or modules or rock
- Replies: 0
- Views: 1590
Radar bonuses from e.g. adjacency or tech or modules or rock
TL;DR Building on the great concept of adjacency bonuses introduced with Nuclear, make Radars benefit from adjacency bonuses to boost radius OR Military tech research for Radars that increases radius (speed can come from stacking radars so isn't necessary tbh) OR Allow modules and beacons to affect...
- Fri May 05, 2017 5:48 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 49136
Re: Version 0.15.7
what does all this manual train penalty thing mean? What train penalty?
Does it refer to a distance penalty added for other trains routing? I.e. they will go around manual trains through other routes if possible? If so, cool
Does it refer to a distance penalty added for other trains routing? I.e. they will go around manual trains through other routes if possible? If so, cool
- Sun Apr 30, 2017 10:25 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 322364
Re: Foreman 0.1.9 - A factory optimisation tool.
i'm getting "System.DllNotFoundException: Unable to load DLL 'lua52': The specified module could not be found. (Exception from HRESULT: 0x8007007E)" error when loading. I can see the lua52.dll in the foreman folder..so I'm confused :D Any ideas? Ok I didn't realise it had to be VC++ 2012 ...
- Fri Apr 21, 2017 6:56 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 143200
Re: Friday Facts #187 - Space science & 0.15 graphics
Has anything happened with oil? It's already a pain. There was mention of making it much richer the farther out you go. Edit: Asking because of the sulfuric requirement. I believe they've mentioned that the minimum yield from fields has been raised which should help some. Oil yield has been increas...
- Thu Jan 26, 2017 5:43 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1003630
Re: Factorio Roadmap for 0.15 + 0.16
is there any guesstimate ETA? Im starting to feel the urge again (there's been a lot of competition recently for me) but would want to wait if we can expect 0.15 within a month
- Thu Aug 25, 2016 5:24 pm
- Forum: Releases
- Topic: Version 0.13.18
- Replies: 10
- Views: 13486
Re: Version 0.13.18
are we going to get 'brackets' then to allow AND to be evaluated after OR subclauses?
- Sun Aug 21, 2016 8:49 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322633
Re: [MOD 0.13] Orbital Ion Cannon 1.4.1
awesome updates. Thanks
- Wed Aug 17, 2016 11:32 am
- Forum: Gameplay Help
- Topic: Robot prioritisation of requests for same resource
- Replies: 7
- Views: 2038
Re: Robot prioritisation of requests for same resource
Hello How are requests for the same resource prioritised, in particular in a constrained supply scenario? Is it by proportion of request satisfied (i.e. increasing size of request will prioritise that chest compared to others) or is it by distance from supply? Or some other criteria? Edit: ok, I ra...
- Sun Aug 07, 2016 9:47 am
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 131629
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
hmm, I seem to be having trouble on 0.13.14 where I get killed when remote viewing a site. Anyone else having this? (p.s. - thanks for YARM - so very useful once you have 15+ outposts) edit: ok i think it is because big packs of worms / behemoth spitters kill faster than you heal. Any chance you co...
- Sat Aug 06, 2016 10:35 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322633
Re: [MOD 0.13] Orbital Ion Cannon 1.3.1
minor improvement suggested: somehow make the auto targeters talk to each other. I decided to turn on the notifications in the config for a bit to see what was happening - targeters near each other would generally target the same stuff if they finished their 'pulse' before the previous one's firing ...
- Sat Aug 06, 2016 4:40 pm
- Forum: Ideas and Suggestions
- Topic: armed/customizeable trains.
- Replies: 2
- Views: 1137
Re: armed/customizeable trains.
I would be in favour of a power-armour-style train car where you can chuck in some lasers (should be the real deal however and not the pathetic portable lasers we currently have) or gun turrets, maybe some shields. A roboport train (full size radius, compared to portable roboport, so it keeps the di...
- Sat Aug 06, 2016 4:20 pm
- Forum: Ideas and Suggestions
- Topic: I want to make suggestions, but I got links to mods!! :(
- Replies: 18
- Views: 26311