Search found 303 matches

by immibis
Mon Feb 17, 2014 4:16 am
Forum: Mods
Topic: [MOD 0.8.8] iMod - Nuclear power! (64-bit Windows only)
Replies: 29
Views: 27791

Re: [MOD 0.8.8] iMod - Nuclear power! (64-bit Windows on

But does it actually work?

E.g. place an aquifer pump and it probably won't pump any water.
by immibis
Sat Feb 15, 2014 11:32 pm
Forum: Releases
Topic: Version 0.9.0
Replies: 62
Views: 46416

Re: Version 0.9.0

Read this thread... started a world... spawned next to this:

Image
by immibis
Sat Feb 15, 2014 10:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.9]settiles works fine, but crash when data isn't in array
Replies: 5
Views: 1113

Re: [0.9]settiles works fine, but crash when data isn't in a

ficolas wrote:Not a bug.

You can specify more than one table so it sets more than one tiles at the same time.
Its weird but yea.
Crashing instead of raising a Lua error is a bug.
by immibis
Sat Feb 15, 2014 10:40 pm
Forum: Gameplay Help
Topic: Smart network - how?
Replies: 7
Views: 5361

Re: Smart network - how?

The smart inserter conditions are AND conditions - the smart inserter won't work unless both of them are true. If the chest has 10 red packs and no green packs, the smart inserter won't work. You could use two of those buffers per lab - one for each science pack type - or do something completely dif...
by immibis
Sat Feb 15, 2014 12:24 pm
Forum: Not a bug
Topic: [0.9] Liquid recipes are shown in player crafting
Replies: 5
Views: 5338

[0.9] Liquid recipes are shown in player crafting

Recipes involving liquids shouldn't be shown in the player's crafting area, since the player can never craft them.
by immibis
Sat Feb 15, 2014 10:39 am
Forum: Ideas and Suggestions
Topic: Better Logistic Options
Replies: 8
Views: 4189

Re: Better Logistic Options

3. Sometimes you'd just rather dump all that backed up junk into storage without the petty issue of doing it one at a time . Ctrl-click? 5. I don't need two chests as a parallel buffer for iron plates. I sure as heck don't need the six or seven it would take to do any effective belt-inserter proced...
by immibis
Sat Feb 15, 2014 7:12 am
Forum: Not a bug
Topic: [0.9] Oil makes steam
Replies: 6
Views: 5730

[0.9] Oil makes steam

Oil can be heated up with a boiler, then piped into a steam engine to make electricity.
by immibis
Sat Feb 15, 2014 6:55 am
Forum: Releases
Topic: Version 0.9.0
Replies: 62
Views: 46416

Re: Version 0.9.0

kovarex wrote: Modding:
  • Recipes can have multiple and randomized products.
Only a few days after I figured out a workaround! :evil:
by immibis
Sat Feb 15, 2014 6:04 am
Forum: Ideas and Suggestions
Topic: Better Logistic Options
Replies: 8
Views: 4189

Re: Better Logistic Options

The first three things can be done with a row of inserters already, so why not just do that? I suppose those setups get a bit big with faster belts (16 inserters per group for express belts). Car ports: Construction bots will already repair cars, and [s]inserters will already fuel them[/s] (edit: mi...
by immibis
Sat Feb 15, 2014 3:52 am
Forum: Gameplay Help
Topic: What to do with light oil?
Replies: 11
Views: 8113

Re: What to do with light oil?

Completely random, barely-related and off-topic question: what happens if you pipe oil through a boiler into a steam engine?
by immibis
Sat Feb 15, 2014 3:02 am
Forum: General discussion
Topic: The forum still has a "filter inserter" rank.
Replies: 5
Views: 3609

The forum still has a "filter inserter" rank.

Since filter inserters no longer exist, maybe this should be changed.
by immibis
Sat Feb 15, 2014 2:57 am
Forum: General discussion
Topic: Railway network ned help
Replies: 6
Views: 4437

Re: Railway network ned help

The easiest way to see the direction is by the arrows that are shown when you place the signal.
by immibis
Sat Feb 15, 2014 2:56 am
Forum: Releases
Topic: Version 0.9.0
Replies: 62
Views: 46416

Re: Version 0.9.0

Why... just why... did you and change left and right mouse buttons? It is impossible to play now. And I wanted to change the settings to revert it, but there like 30 different actions tied to mouse buttons and combinations making it impossible to do so. It was perfect before! :( Relax, it's only a ...
by immibis
Sat Feb 15, 2014 1:02 am
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 15917

Re: 3D rendering

My very naive estimation is autumn, because some more things have to come before. But yes, I think this is a good option. My favorite music program Reason tooks the same way: the front plate of the devices where first hand painted. Then they made it a 3d model and rendered the front plates from tha...
by immibis
Fri Feb 14, 2014 11:34 pm
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 15917

3D rendering

As you may know (or will know, if you're a Factorio developer), Factorio uses a 2D engine that just draws pre-made images at specific positions on the screen. When Factorio was using simple 2D hand-drawn sprites for most things, a 2D-based engine was fine. But now that most graphics are 3D models, i...
by immibis
Fri Feb 14, 2014 10:28 pm
Forum: Mods
Topic: [MOD 0.8.8] iMod - Nuclear power! (64-bit Windows only)
Replies: 29
Views: 27791

Re: [MOD 0.8.8] iMod - Nuclear power! (64-bit Windows on

WHY but seriously WHY 64bit only? do you only thinb yout 64 bit cause you ahve 64 bit? if so...... i dont even know factorio would turnly support this on 32 bit and i dojt know srsly wahts the difference between 32 and 64 bit? microsoft.. i hate you too Because I have a 64 bit system and the 64 bit...
by immibis
Fri Feb 14, 2014 1:00 pm
Forum: Mods
Topic: [MOD 0.8.8] iMod - Nuclear power! (64-bit Windows only)
Replies: 29
Views: 27791

Re: [MOD 0.8.8] iMod - Nuclear power! (64-bit Windows on

So since immibis compiled 64 bit version of DLL it is only compatible with 64 bit version of Factorio. However he did include the source code, so from my understanding someone could compile a 32bit version their self and voila. Also, and I don't have much C++ experience, but I think there is a litt...
by immibis
Fri Feb 14, 2014 12:58 pm
Forum: Modding help
Topic: Help finding the steam-engine's files
Replies: 7
Views: 3027

Re: Help finding the steam-engine's files

SilverWarior wrote:you have standardized system for any posible liquid. :D
How will it handle easilyobtainium, for which power = sin(temperature / 50 * pi * 2)?
by immibis
Fri Feb 14, 2014 9:32 am
Forum: Implemented Suggestions
Topic: Buff night vision
Replies: 6
Views: 2277

Re: Buff night vision

It could be better to have it adjustable and switchable than at a fixed timer and intensity, don't you think? Is there a situation where you would ever want your night vision to not work? When is too bright already and the auto on/off feature bothers you, like now Then wouldn't it be better to have...
by immibis
Fri Feb 14, 2014 9:31 am
Forum: Mods
Topic: [MOD 0.8.8] iMod - Nuclear power! (64-bit Windows only)
Replies: 29
Views: 27791

Re: [MOD 0.8.8] iMod - Nuclear power! (64-bit Windows on

I recompiled Factorio to allow the io library when getting the listing of data.raw (for the wiki) Where'd you get the source code? You don't have a "Factorio staff" tag on the forums. edit: hm, maybe I should actually comment on the mod as well? I like it, almost :) Just from looking at i...

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