Search found 78 matches

by FalcoGer
Tue Mar 07, 2017 10:40 pm
Forum: Not a bug
Topic: [0.14.22] Inserters stop when unable to place full load
Replies: 3
Views: 1622

[0.14.22] Inserters stop when unable to place full load

What happened: I was trying to build a smart train station in which I can set up whatever I want with a combinator. The station would grab anything it needs and gets rid of stuff that it doesn't need. I use the set filter in filter stack inserters to achieve this. Problem: When researching inserter ...
by FalcoGer
Tue Oct 18, 2016 2:45 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 116604

Re: Friday Facts #160 - Playtesting

Damaged item merging should probably be an option in the settings, IMO. Some people do like to repair their stuff. Alternatively it could consume the appropriate amount of repair packs over time to repair it in the inventory. Additional tutorials should also be an option. Playing the game over and o...
by FalcoGer
Sat Sep 24, 2016 10:04 pm
Forum: News
Topic: Friday facts #157 - We are able to eat paper, but we don't do it
Replies: 91
Views: 42076

Re: Friday facts #157 - We are able to eat paper, but we don't do it

Regarding the decoration: Why don't you save the map seed and use the same seed for the same chunk to generate the plant stuffs and then check if it should be displayed, given the current condition of the chunk. That way you can generate things on the fly, don't need to save all those bushes individ...
by FalcoGer
Thu Jul 21, 2016 7:30 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 315890

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.3 - (Formally Bio-Farm)

*After reading previous posts reading description too* And little suggestion - you should name your mods somehow so everyone knows its from you (like yuoki, bobs and so). Everyone should know that those many great mods are from you just from reading mods name! Cokery is from AC treefarm, discontinu...
by FalcoGer
Thu Jul 21, 2016 7:12 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 315890

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.3 - (Formally Bio-Farm)

[...] But yeah, you make a good argument about big mods being better to keep separated, but you forget that this mod is more of a compilation mod than others. [...] It's much faster and easier to install just one thing, than to have a dozen little mods that only do one thing each. Some of the base ...
by FalcoGer
Tue Jul 19, 2016 11:55 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 315890

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.3 - (Formally Bio-Farm)

I think the rails, power poles, fence and game tweaks shouldn't be in it by default. Fertilizer, wood production and cokery seem perfectly enough. The other stuff really just doesn't fit. Make an addon for it. There is really no need for the solar generator to be thrown in the mix, or even something...
by FalcoGer
Mon May 30, 2016 5:47 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 62461

Re: Friday Facts #140 - Soon

would like a filter type thing. just dumping all the contents of the logistics network into the circuit network seems like something you don't always want. So perhaps just a few specific items through some kind of filter would be nice.
by FalcoGer
Fri Mar 11, 2016 11:08 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 127650

Re: Yuoki Industries - Railways Core 0.0.6 (f0.12.11+)

That's not the problem. I can run waitex hd mod. However I can not even run the single train color mod on it's own, because trains have dozens of fairly large sprites. Besides that it's still over the top to have a hundred different train parts that all do practically the same 3 things.
by FalcoGer
Fri Mar 11, 2016 11:06 pm
Forum: Ideas and Suggestions
Topic: logic clock
Replies: 5
Views: 2553

Re: logic clock

I heard they will revamp the train scheduling and stations. Will they add logic wire support to them? Like have the station send the wagon's cargo or have a condition in the train schedule like stay until a wire condition is received?
by FalcoGer
Fri Mar 11, 2016 1:58 am
Forum: Ideas and Suggestions
Topic: Color filter API
Replies: 2
Views: 1229

Re: Color filter API

That's not what I meant. I mean stuff like built in support for color-coding belts, chests, locomotives/wagons, flooring, and many more. Either with a brush like tool, or by defining what color you wish the item to be before placing it, or by some kind of UI interface with the item itself.
by FalcoGer
Fri Mar 11, 2016 1:50 am
Forum: Ideas and Suggestions
Topic: Power Logistics
Replies: 5
Views: 3361

Re: Power Logistics

that is exactly why it would be useful. there is no flow of power because there is no way to control power. Being able to context switch or turn parts of the factory on or off based on wire signals, or control factories based on electricity available would bring more complexity into the game. Feedin...
by FalcoGer
Fri Mar 11, 2016 1:41 am
Forum: Ideas and Suggestions
Topic: logic clock
Replies: 5
Views: 2553

logic clock

Having a clock that reports the time of day to the wire network would be a nice idea. It could be used to turn on or off parts of the factory, for example to only run when solar energy is available. It could also be used to release hot water from a hot water tank into steam engines at dusk, replacin...
by FalcoGer
Thu Mar 10, 2016 6:53 pm
Forum: Mods
Topic: [MOD 0.12.0+] Greenhouses 0.1.0
Replies: 46
Views: 45363

Re: [MOD 0.12.0+] Greenhouses 0.1.0

You might want to look at viewtopic.php?f=93&t=17548 . They feel less cheaty and offer more options.
They're huge, like you would expect to grow trees and they need water. you can add red or green sci packs to grow more wood.
by FalcoGer
Thu Mar 10, 2016 6:27 pm
Forum: Mods
Topic: [MOD 0.12.x] Resource Piles
Replies: 26
Views: 20251

Re: [MOD 0.12.x] Resource Piles

I like to use the warehouse mod. While it doesn't show the contents it offers more functionality. On another note: This one is broken, you can't limit the inventory of those piles. If you do, it registers the blocked parts as something that doesn't belong there. And then it fills up every single emp...
by FalcoGer
Thu Mar 10, 2016 6:15 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 127650

Re: Yuoki Industries - Railways Core 0.0.6 (f0.12.11+)

Well, I have a pretty low end pc with 1gb of ram on my graphics card. When I run with waitex it is barely able to load the graphics if i use the less memory demanding version. but if I load the train color mod, even with nothing else, I get a black screen with no textures and only text, which is the...
by FalcoGer
Thu Mar 10, 2016 6:10 pm
Forum: Ideas and Suggestions
Topic: Power Logistics
Replies: 5
Views: 3361

Re: Power Logistics

It's not just information, but also controlling the power flow.
by FalcoGer
Thu Mar 10, 2016 6:06 pm
Forum: Ideas and Suggestions
Topic: Graph generator (Logic Information gathering and display)
Replies: 2
Views: 1544

Re: Graph generator (Logic Information gathering and display)

Just thought I'd make a separate suggestion topic here, where it actually belongs.
by FalcoGer
Thu Mar 10, 2016 5:58 pm
Forum: Ideas and Suggestions
Topic: An Actual Trash Can
Replies: 10
Views: 10132

Re: An Actual Trash Can

While i agree that there should be some way to ultimately get rid of stuff besides let it rot in a chest or let the chest sit in a place forever and call it a "junk chest" i don't want any item to just disappear. I would rather like the option for an disassembling machine that can burn th...
by FalcoGer
Thu Mar 10, 2016 5:47 pm
Forum: Implemented Suggestions
Topic: Flamer more useful by adding burning effect
Replies: 2
Views: 1422

Flamer more useful by adding burning effect

Short version: Add a burning effect that sticks for a while and damages over time instead of the current instant damage that ceases immediately when you release the trigger. Long version: Currently the flamer is very useless, even for killing trees the shotgun is better in every way even though the ...
by FalcoGer
Thu Mar 10, 2016 10:34 am
Forum: Implemented Suggestions
Topic: Combat robots
Replies: 3
Views: 5096

Re: Combat robots

He/She/They probably meant robots that reside in roboports and don't time out but rather recharge on their own when empty/not in use.

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