Search found 109 matches
- Sun Nov 19, 2017 2:26 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 391278
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Hi, please add a chart function to discover the map. the command is this one: (maybe with a variable size to it) /c game.forces.player.chart(game.player.surface, {lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}}) i know that there is already a chart command in creative mode but ...
- Wed Nov 01, 2017 1:01 am
- Forum: Off topic
- Topic: Fire mage dillema.
- Replies: 8
- Views: 3156
Re: Fire mage dillema.
Your mage is a walking Heat Pump.
Refrigerators and Air-Conditioners use the same principle.
Refrigerators and Air-Conditioners use the same principle.
- Sun Sep 24, 2017 11:36 am
- Forum: Ideas and Suggestions
- Topic: Save Settings in Game Browser
- Replies: 1
- Views: 889
Save Settings in Game Browser
Hello, i want to make a small suggestion to improve the Multiplayer game browser: factoriogamebrowser.PNG When you go to the Multiplayer tab and select "no mods" and "no password" (or any other constellation) it should save this setting. So when you open the browser again it is a...
- Fri Jul 07, 2017 5:28 am
- Forum: Tools
- Topic: Placing tool [ahk]
- Replies: 2
- Views: 3186
Re: Placing tool [ahk]
This program will help you set up repeating patterns before you have robots.
- Sun Jun 11, 2017 4:04 pm
- Forum: Duplicates
- Topic: [0.15.19] Combinator bug when input is zero
- Replies: 1
- Views: 811
[0.15.19] Combinator bug when input is zero
Hi,
i stumbled upon this bug:
When you have a decider combinator set to everything greater xxx it will become true when the input is zero.
The greater-or-equal function does the same thing.
The expected outcome should be false.
i stumbled upon this bug:
When you have a decider combinator set to everything greater xxx it will become true when the input is zero.
The greater-or-equal function does the same thing.
The expected outcome should be false.
- Tue May 23, 2017 10:55 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211286
Re: [MOD 0.14] Upgrade planner - v1.2.7
I have the same bug when upgrading yellow underground belts to red ones. yellow belts and splitters work fine
- Fri Mar 31, 2017 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Make bots NEVER recharge (until they comlpete their task)
- Replies: 10
- Views: 3319
Re: Make bots NEVER recharge (until they comlpete their task)
This would have an enormous downside to bigger factorys with complete roboport coverage. When all the bots are on the far left side of the factory because you build like a thousand solar panels there and now order them to the far right side, they would all be super slow the whole long way even with ...
- Tue Mar 28, 2017 10:55 am
- Forum: Ideas and Suggestions
- Topic: Grief tracking: Bare ground reports item removal
- Replies: 18
- Views: 4238
Re: Grief tracking: Bare ground reports item removal
How about placing an invisible entity on the ground when removing structures that will act as any other entity build (belts, chests,inserters)? So when you hover your mouse over it, it will show the name of the person who removed it. it should behave like decoratives, so you can build stuff over it ...
- Sun Mar 05, 2017 10:01 am
- Forum: Ideas and Suggestions
- Topic: Allow miners report resources to circuit network
- Replies: 7
- Views: 2669
Re: Allow miners report resources to cirquit network
+1
maybe with an option to report only the directly covered area (3x3) or the whole mining area (5x5)
maybe with an option to report only the directly covered area (3x3) or the whole mining area (5x5)
- Thu Feb 23, 2017 6:21 pm
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
- Replies: 22
- Views: 9720
Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Thanks for the quick fix. Unfortunately there is another bug. This time with the electric network: When you place a Factory Building in the blue electric field of a pole so that just the lower tiles are affected, the factory will still show the "not conneted" sign. There is also a size dif...
- Wed Feb 22, 2017 10:41 pm
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
- Replies: 22
- Views: 9720
Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
I also found a bug: when the input or output chest is full the chests stop to transfer items even if the output chest is empty again. so i took a look in your code and found this: -->factory/input_relays/items.lua -- if all stack slots are consumed (fastest way to check) if(not self.input.can_insert...
- Wed Feb 22, 2017 10:08 pm
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
- Replies: 22
- Views: 9720
Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Somehow when i posted mine there was no picture in your post? Whatever i found the solution to make loaders work: :D just add "player-creation" in the flags of the entity of the input and output chest. --> prototypes/relays/items.lua --> flags = {"not-blueprintable", "not-de...
- Wed Feb 22, 2017 9:45 pm
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
- Replies: 22
- Views: 9720
Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Hi,
is it possible to make the input and output chests work with loaders?
is it possible to make the input and output chests work with loaders?
- Mon Feb 06, 2017 1:08 am
- Forum: Tools
- Topic: Placing tool [ahk]
- Replies: 2
- Views: 3186
Placing tool [ahk]
Hi, i made an ahk script that places objects for you in the game. The purpose of this tool is to get nice and even setups of all kinds. For me its always a hassle to set up large smelter lines by hand without constrution bots and to get it done quickly, this script was born. If you use this script w...
- Fri Jan 27, 2017 7:47 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 187
- Views: 70753
Re: [MOD 0.14.x|MOD 0.13.9+]Recycling Machines
Hi DRY411S,
the problem with your mod is that it doesnt add the recycling recipes to the virtual signals (like green or red signal in a combinator).
So even when the crafting combinator is able to set it.. you dont have the vitual signal to be sent in the first place.
the problem with your mod is that it doesnt add the recycling recipes to the virtual signals (like green or red signal in a combinator).
So even when the crafting combinator is able to set it.. you dont have the vitual signal to be sent in the first place.
- Fri Jan 27, 2017 7:31 pm
- Forum: Ideas and Requests For Mods
- Topic: Belt Splitters
- Replies: 6
- Views: 2975
- Thu Jan 26, 2017 6:28 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536712
Re: [MOD 0.14] AAI Programmable Vehicles
Hi, first of all: great mod! But i have found a bug while playing around with the Unit Controller. When you set a negative speed with a combinator the vehicle will go that fast.. so -1000 lets it fly away like a bullet :lol: Somehow funny but i think thats not intended. i made a quick video for you ...
- Thu Jan 19, 2017 9:32 am
- Forum: Ideas and Requests For Mods
- Topic: Belt Splitters
- Replies: 6
- Views: 2975
Re: Belt Splitters
I would say this is not possible because of the half tile offset.
And in reverse you mean joining the belts? Thats already possible.
And in reverse you mean joining the belts? Thats already possible.
- Thu Jan 12, 2017 3:34 pm
- Forum: Combinator Creations
- Topic: 7 segment display
- Replies: 1
- Views: 2691
7 segment display
Hi, i made a 7 segment display for general purpose use. https://abload.de/img/7segment_1xqps7.png The setup is "quite" simple: it contains the display itself, a lookup table for the digits 0-9, a color option and the modulo operation to disassemble the fed in number for the display. its al...
- Thu Jan 05, 2017 3:49 am
- Forum: General discussion
- Topic: is there a mod for this?
- Replies: 2
- Views: 1295
Re: is there a mod for this?
Well im not sure about the shit clicking .. but the other things are configurable in the control options.
No need for a mod.
No need for a mod.