Search found 196 matches
- Sat Apr 06, 2019 4:22 am
- Forum: Mods
- Topic: [MOD 0.16] Charge Transmission - Wireless Bot Charging
- Replies: 43
- Views: 16733
Re: [MOD 0.16] Charge Transmission - Wireless Bot Charging
I got it partly working for version 0.17. Here is a copy of my notes that I placed in discussions in the mod portal. Needed to edit the json file as usual, and update the science labels to the new ones. In prototypes/charger.lua (in a couple of places): -- energy_usage = "0kW", -- game doe...
- Thu Apr 04, 2019 10:44 pm
- Forum: Not a bug
- Topic: [0.17.1] cursor not showing total amount of items
- Replies: 4
- Views: 1449
Re: [0.17.1] cursor not showing total amount of items
I just want to see the total amount. I don't care about the stack size.
- Thu Apr 04, 2019 10:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Alt-mode item shader too subtle in some cases
- Replies: 5
- Views: 3557
Re: [posila] Alt-mode item shader too subtle in some cases
I would like to see an option to place a non-translucent rectangle behind the items so that they can be seen better. And the option to change the color and size of the rectangle (or square). In Alt mode I don't care so much whether I see the graphics on the top of the machines.
- Thu Feb 28, 2019 1:57 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315194
Re: MOD [ 0.16.x] Bio-Industries
Re: Bio_Industries_0.17.0. I get an error on line 26 of migration file Bio_Industries_2.1.0.lua thus preventing me to load a new game in ver 0.17.2. "bi_tech_advanced_biotechnology" is nil ... Are these migration files necessary for a new save? I deleted the migration folder and the game l...
- Sat Jan 19, 2019 12:17 am
- Forum: Ideas and Suggestions
- Topic: Filter Combinator
- Replies: 8
- Views: 2616
Re: Filter Combinator
I agree. I really dislike the implied 'wired-or' functionality with combinators. Also having built in logic gates would be good. I have been designing logic circuits for years, and find combinators in their current form very difficult to master.
- Sat Jan 19, 2019 12:03 am
- Forum: Ideas and Suggestions
- Topic: Turntables + Automated Detaching
- Replies: 7
- Views: 3248
- Sun Jan 06, 2019 8:42 pm
- Forum: General discussion
- Topic: Question regarding trains
- Replies: 8
- Views: 4081
Re: Question regarding trains
I would like to see bridges. Something similar to the early Command and Conquer games would be great.
- Fri May 11, 2018 7:58 pm
- Forum: Ideas and Suggestions
- Topic: Personal roboport use indicator
- Replies: 3
- Views: 1168
Re: Personal roboport use indicator
I usually reserve a spot in my toolbelt for the construction bots. I can tell at a glance whether I am missing some.
- Fri May 11, 2018 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Something to replace the "steel axe" character slot
- Replies: 10
- Views: 2656
Re: Something to replace the "steel axe" character slot
I think it would be nice if all these slots were configurable in the game options. I don't make maps anymore with the 'aliens' enabled so I don't need weapons. Using these slots for deconstructors or creating a new blueprint makes more sense. The only thing I use consistantly is the armor configurat...
- Fri May 11, 2018 7:36 pm
- Forum: Ideas and Suggestions
- Topic: Autosave: Set location?
- Replies: 9
- Views: 2254
Re: Autosave: Set location?
I use Junctions or hard links to move things like this off my SSD's to another hard drive. You can either use the mklink in a command prompt window or add the following to allow you to do this in File Manager. http://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html Basically you move the...
- Fri May 11, 2018 7:11 pm
- Forum: Ideas and Suggestions
- Topic: Replace pickaxe with a toggle menu
- Replies: 6
- Views: 1543
Re: Replace pickaxe with a toggle menu
I like your suggestion. (But, I am not sure what 'TL;DR' means.)
- Fri May 11, 2018 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Folders for blueprint UI
- Replies: 2
- Views: 1293
Re: Folders for blueprint UI
I like this idea. Making the UI like a simpler version of Windows File Manager would work well. Also the ability to sort the folder view and perform recursive searches through the directories would make finding blueprints easier.
- Wed Feb 21, 2018 10:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.14] Crash Due To Miniloader
- Replies: 6
- Views: 4786
Re: [wheybags] [0.16.14] Crash Due To Miniloader
Build 16.25. Not sure if this is the same bug or a new one. When I deconstructed a fast filter miniloader the game crashed. The miniloader was being removed from one of the warehouses in the upper right corner of my main factory. Link to my files: https://drive.google.com/open?id=1gee-UzguC-zS8lVtnL...
- Sun Feb 11, 2018 11:01 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 158352
Re: [MOD 0.16] Miniloader
Thanks. I added a link to the save and dump files for 16.21 in my last post. I will try to reproduce the crash in the current version. I included the mod-list.json file to show what mods were enabled. Ah, so this is an full crash to desktop, where Factorio itself exits? You should probably report t...
- Tue Feb 06, 2018 10:46 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 158352
Re: [MOD 0.16] Miniloader
Thanks. I added a link to the save and dump files for 16.21 in my last post. I will try to reproduce the crash in the current version. I included the mod-list.json file to show what mods were enabled.
- Sat Feb 03, 2018 11:03 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 158352
Re: [MOD 0.16] Miniloader
I have had the game crash in the latest builds (version 16) several times when placing this. It always seems to happen if I place the miniloader directly between a requester chest and a train car. It seems that the miniloader needs a belt on one side or the other to work correctly. It may have happe...