Search found 109 matches

by Brathahn
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 ...
by Brathahn
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.
by Brathahn
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...
by Brathahn
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.
by Brathahn
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.
combinatorbug5.PNG
combinatorbug5.PNG (346.56 KiB) Viewed 811 times
by Brathahn
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
upgradebug.PNG
upgradebug.PNG (128.18 KiB) Viewed 8203 times
by Brathahn
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 ...
by Brathahn
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 ...
by Brathahn
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)
by Brathahn
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...
by Brathahn
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...
by Brathahn
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...
by Brathahn
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?
loader.JPG
loader.JPG (33.11 KiB) Viewed 8459 times
by Brathahn
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...
by Brathahn
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.
by Brathahn
Fri Jan 27, 2017 7:31 pm
Forum: Ideas and Requests For Mods
Topic: Belt Splitters
Replies: 6
Views: 2975

Re: Belt Splitters

Here are some examples of "no stuck items" joiners. 3 of them are also balancers.
Image
Image
Image
Image
there are many ways to do it.
by Brathahn
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 ...
by Brathahn
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.
by Brathahn
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...
by Brathahn
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 :lol: .. but the other things are configurable in the control options.
No need for a mod.

Go to advanced search