Search found 107 matches
- Sat Jun 23, 2018 6:04 am
- Forum: Implemented mod requests
- Topic: choose-elem-button type filtering
- Replies: 2
- Views: 1285
Re: choose-elem-button type filtering
Bumping up this request
- Fri Jun 08, 2018 6:05 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 62557
Re: Friday Facts #246 - The GUI update (Part 3)
Suggestion: With the presets, give us an option to save current settings as Custom Presets
- Fri Jun 01, 2018 3:34 am
- Forum: Releases
- Topic: Version 0.16.47
- Replies: 69
- Views: 34317
Re: Version 0.16.47
this...Jap2.0 wrote:and I know plenty of people in the US who speak poor English.
- Tue May 29, 2018 5:37 pm
- Forum: Releases
- Topic: Version 0.16.46
- Replies: 7
- Views: 10674
Re: Version 0.16.46
yes. it will, eventually :D But, really, we could play with 100+ mods on almost any version released during last year. I think it is more stable than most (80%+) of other sandboxes with mods. I agree, that one thing is missing now: trust that updating to new version will not make game unplayable. I...
- Thu May 03, 2018 5:19 am
- Forum: Releases
- Topic: Version 0.16.40
- Replies: 10
- Views: 12666
Re: Version 0.16.40
Multiplayer server...don't control the saves...ah well, live and learn...or don't...either way...steinio wrote:Just don't save in 0.16.40 and revert to. 39.
It's an alpha game.
- Thu May 03, 2018 3:57 am
- Forum: Releases
- Topic: Version 0.16.40
- Replies: 10
- Views: 12666
Re: Version 0.16.40
Aren't all trains supposed to be on their own circuit??Hydro Engineer wrote:I had three trains in one pileup and I only have 4 trains. The fourth train was on its own circuit.
Oh, wait, no...they aren't...I lost sooooo many nuclear fueled trains............
- Sat Apr 28, 2018 3:38 am
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 19085
Re: Friday Facts #240 - Factorio-data & Fast pipe replace
Someone just commented to me that they would like to see splitters and undergrounds replace belts, but not the other way around . I would definitely be happy with such a solution! Yeah, you almost NEVER need it the other way, but almost always need to replace a belt with splitters/undergrounds....m...
- Tue Apr 24, 2018 8:03 pm
- Forum: Implemented mod requests
- Topic: choose-elem-button type filtering
- Replies: 2
- Views: 1285
choose-elem-button type filtering
I would like to be able to filter available selections to specific type(s) for each button. For instance, I want to limit one choose-elem-button to type={"ammo-turret","artillery-turret"} and ammo-category {"bullet","artillery-shell"} for the other.
- Mon Apr 23, 2018 9:22 pm
- Forum: Modding help
- Topic: choose-elem-button type filtering
- Replies: 1
- Views: 636
choose-elem-button type filtering
I would like to filter available selections to specific type(s) for each button. For instance, I want to limit one choose-elem-button to type={"ammo-turret","artillery-turret"} and ammo-category {"bullet","artillery-shell"} for the other. Is there any way to d...
- Tue Apr 17, 2018 5:32 am
- Forum: General discussion
- Topic: Remove Blueprint Importing?
- Replies: 27
- Views: 13005
Re: Remove Blueprint Importing?
Dunno how most other people do it, but I probably spend at least 3x more time utilizing Creative Mode mod to optimize layouts for my current game, than I spend in my actual game. If I couldn't utilize the blueprint library to save my work between the different instances, I would be really kind of ir...
- Sun Apr 08, 2018 2:06 am
- Forum: Modding help
- Topic: Add blueprint via mod?
- Replies: 3
- Views: 1114
Re: Add blueprint via mod?
that will be a huge mess. Can I do something with like a .dat file?
- Sat Apr 07, 2018 7:04 pm
- Forum: Modding help
- Topic: Add blueprint via mod?
- Replies: 3
- Views: 1114
Add blueprint via mod?
I "think" it can be done, but is there any way to provide a specific blueprint to the player via a mod?
- Sat Apr 07, 2018 6:31 pm
- Forum: Modding help
- Topic: Cliffs preset?
- Replies: 2
- Views: 867
Re: Cliffs preset?
thanks, I hadn't looked at that file, that's pretty handy.betrok wrote:CliffPlacementSettings?
- Sat Apr 07, 2018 4:32 am
- Forum: Modding help
- Topic: Cliffs preset?
- Replies: 2
- Views: 867
Cliffs preset?
How can I default the cliffs settings to a value, other than "Medium"...such as "None" or "Very Big"? It isn't a valid autoplace_control (tried "cliff", "cliffs", etc.)
- Fri Mar 23, 2018 10:39 pm
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 53272
Re: Friday Facts #235 - 0.16 stable
Hahah, cheat mode on top of the cheat mods out there...wtf is wrong with people that they feel they have to cheat more than the game allows them
- Thu Feb 15, 2018 11:43 pm
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 55503
Re: Version 0.16.24
steinio wrote:For testing it should be opt-out, stable could be opt-in.
Everyone who plays testing should support the developers with crash reports for free.
This
- Fri Jan 12, 2018 10:46 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 380422
Re: Friday Facts #225 - Bots versus belts (part 2)
I would like to suggest that a splitter could also be setup to take two belts of different items and output 1 or 2 belts of items with those 2 items each taking up a single lane of each belt, or perhaps a lane filter (much like the lane filter on the creative mod's matter creator)
- Fri Dec 29, 2017 8:21 pm
- Forum: Releases
- Topic: Version 0.16.8
- Replies: 64
- Views: 31354
Re: Version 0.16.8
I sense a great rush to create a mod that changes the barrel capacity back to original values, and stack size to 2Xterminator wrote:As for the fluid wagon, and specifically the barrel changes...
- Tue Dec 19, 2017 5:12 am
- Forum: Mod portal Discussion
- Topic: The mod portal was a nice experiment... end it please?
- Replies: 74
- Views: 35125
Re: The mod portal was a nice experiment... end it please?
Any updates on the replacement? I've written 3 enterprise-level and numerous departmental-level web applications for a major global corporation since this was originally posted. And did you sell over 1 million copies of a computer game which you develope and bug fix at the same time? Worse, I devel...
- Mon Dec 18, 2017 1:48 pm
- Forum: Mod portal Discussion
- Topic: The mod portal was a nice experiment... end it please?
- Replies: 74
- Views: 35125
Re: The mod portal was a nice experiment... end it please?
Any updates on the replacement? I've written 3 enterprise-level and numerous departmental-level web applications for a major global corporation since this was originally posted.</tongue-in-cheek>