Search found 705 matches
- Tue Apr 25, 2017 1:48 am
- Forum: Pending
- Topic: [.15.1] Invisible buildings
- Replies: 4
- Views: 1805
Re: [.15.1] Invisible buildings
All of my building/placeables are invisible. I am running the new textures if that matters. I was able to see a wooden box but that's one of the few things I assume (I didn't have any saves so I only had the burner drill and stone furnace to test.). Wondering if anyone else has this problem or a so...
- Tue Apr 25, 2017 1:47 am
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 24948
Re: 0.15 - plans?
Glad to hear, love your mods bob!
- Thu Apr 06, 2017 2:50 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1234838
Re: Bugs & FAQ
The productivity trigger only works for the refining recipes at the moment, I have to write up a function to add productivity for the petrochem recipes and dont think it really hurts there, because you have to deal with so much stuff aside from the main product you want. Did you end up writting it?...
- Tue Mar 28, 2017 7:58 pm
- Forum: Angels Mods
- Topic: Am I reading these ratios right? (angels smelting)
- Replies: 5
- Views: 6570
Re: Am I reading these ratios right? (angels smelting)
Yeah, for the MK I machines the ratios are really bad IMO. I'm running MKIV without modules yet (I'm not at that stage of the game yet), but I'm mostly running 3 : 2 : 8 : 15 : 23. Of course you need to adapt for each input, since each one has a bit different ratio and different requirements. Late g...
- Tue Mar 28, 2017 5:56 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1234838
Re: Bugs & FAQ
The productivity trigger only works for the refining recipes at the moment, I have to write up a function to add productivity for the petrochem recipes and dont think it really hurts there, because you have to deal with so much stuff aside from the main product you want. Did you end up writting it?...
- Sat Mar 04, 2017 1:26 am
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 67802
Re: Friday Facts #180 - Map interaction
I don't doubt that people will use it to draw penises or other 'creative art' on the map as well. Ah, loved to see that, Because it is obvious! I'd be glad as well if you allow us to "hide" the entities (belts, train paths, factories) from the map on the Eletric Network view, otherwise it...
- Fri Feb 03, 2017 11:11 pm
- Forum: Gameplay Help
- Topic: Who in maximal map size??
- Replies: 9
- Views: 15441
Re: Who in maximal map size??
If you are asking what's the maximum map size, it should be 1,000,000 (one million) tiles in each direction, which would result in a square of 2,000,000 x 2,000,000, or 4,000,000,000,000 (four quadrillion) tiles.Airat9000 wrote:Hello question
Who in maximal map size not limite??
maximal ()..
- Wed Feb 01, 2017 11:02 pm
- Forum: Modding discussion
- Topic: factorio modding? best place to start?
- Replies: 2
- Views: 1059
Re: factorio modding? best place to start?
i already know lua 5.2 like the back of my hand but interms of factorio modding and the api i have no idea where to start, all the tutorials so far just jump into it without explaining step by step how to make a mod in a clear way. and yes i checked the wiki. where do i start?? Well, the BEST place...
- Sat Jan 21, 2017 8:43 pm
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 34615
Re: Friday Facts #174 - Mod gui
In those cases some mods could totally have their buttons removed from the main screen, which I personally think it's pretty damn ugly.Rseding91 wrote:It has been done for a few months now.SHiRKiT wrote:Are you still planning to add the configurations for mods as you previously said?
- Fri Jan 20, 2017 6:39 pm
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 34615
Re: Friday Facts #174 - Mod gui
Are you still planning to add the configurations for mods as you previously said?
- Fri Jan 13, 2017 4:34 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 80425
Re: Friday Facts #173 - Nuclear stuff is almost done
I like the addition of heat pipes, they open up a lot of possible uses. I hope that they can also be added to assembler types like fluid boxes. What I dont like is the productivity research for the miners, aside from the point that I personally dont like the concept of productivity modules, it real...
- Fri Jan 13, 2017 3:55 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 80425
Re: Friday Facts #173 - Nuclear stuff is almost done
Well, i really liked the nuclear mechanics described in previous FFF. Now it looks quite simplistic and doesn't sound like that much of a fun. Heat pipes by themselves, without even meltdown or any kind of risk aren't satisfying at all :( Meltdowns makes anything NOT FUN at all. Huge complex jumps ...
- Wed Jan 11, 2017 1:19 am
- Forum: Outdated/Not implemented
- Topic: Personal Roboports should not touch the Toolbar
- Replies: 6
- Views: 2182
Re: Personal Roboports should not touch the Toolbar
The personal roboport was changed in 0.15 so it doesn't take items from the cursor anymore. Glad to hear that. That should solve most of the annoying part, since when you place a construction order, if your personal robots can't fulfill them, the robots form the network will do so, thus blocking fr...
- Tue Jan 10, 2017 5:18 pm
- Forum: Outdated/Not implemented
- Topic: Personal Roboports should not touch the Toolbar
- Replies: 6
- Views: 2182
Re: Personal Roboports should not touch the Toolbar
Could you please correct the last sentence? I don't understand it :) And it's important (for me) to not mix up things: the player has a "hand", it's an own slot/stack - as the toolbelt slots. But not so present. So please avoid speaking of the toolbelt as "hand", cause the toolb...
- Mon Jan 09, 2017 10:11 pm
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 11738
Re: [MOD 0.14] Personal Roboport Switch
I have stopped working on my mod and I would like to help a bit on this one. It's currently not working as expected with Bob's mods on my end, and I'd like to help you a bit on that end, since your idea was superior to mine.
- Mon Jan 09, 2017 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Tool belt improvements
- Replies: 22
- Views: 7757
Re: Tool belt improvements
Factorio currently does a poor job of explaining hotkeys and interactions.
- Mon Jan 09, 2017 8:56 pm
- Forum: Outdated/Not implemented
- Topic: Personal Roboports should not touch the Toolbar
- Replies: 6
- Views: 2182
Personal Roboports should not touch the Toolbar
Toolbelt is the hands of the player, it's the setup he has, he specifically sets filters so that he ALWAYS have items available. Every player lives fiddling with the toolbelt, setting it up to it's preferences. Personal roboports are an automated process, and thus should not interfere with your hand...
- Sun Jan 08, 2017 5:27 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 285865
Re: [Mod 0.14] Logistic Train Network 0.5.6
If you want only large ore trains to ignore best effort leave it true and add a decider with provided > Minimum Delivery Size = output everything between storage and input. If you use the same Minimum Delivery Size as on your ore unloading station you will have emulated best effort = false for this...
- Sun Jan 08, 2017 12:01 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 285865
Re: [Mod 0.14] Logistic Train Network 0.5.6
Now I understand what you meant by the "best effort". I'll check to see if disabling it gets me the desired behavior. Only thing is that the small cargo trains will have it's best effort disabled as well.
- Sat Jan 07, 2017 10:53 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 285865
Re: [Mod 0.14] Logistic Train Network 0.5.6
All I wanted is a PROPER minimum delivery size. I don't want my trains to deliver any LESS than 80k ore, since it's just not worth the trip.