Search found 78 matches
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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.
- 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?
- 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.
- 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...
- 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...
- 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.
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.
- 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...
- 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...
- 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.
- 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.
- 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...
- 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 ...
- 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.