Search found 37 matches
- Mon Jun 01, 2020 6:21 pm
- Forum: Releases
- Topic: Version 0.18.29
- Replies: 32
- Views: 19849
Re: Version 0.18.29
I thought these 2 icons were made different size to help people to see the difference. I doubt any graphic designer in their right mind would purposefully slightly reduce the size of something to convey a difference, especially since the capsule's color is already enough to differentiate it from th...
- Mon Jun 01, 2020 5:51 pm
- Forum: Releases
- Topic: Version 0.18.29
- Replies: 32
- Views: 19849
Re: Version 0.18.29
personally i was ok with the couple of wheels as an "engine unit". What had always bothered me is how you need a combustion engine to make an electric engine, but whatever, i don't mind that much. What i do mind is how slowdown capsules are smaller than poison capsules......... but apparen...
- Fri Jul 26, 2019 3:41 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 287760
Re: Friday Facts #305 - The Oil Changes
i'd just like to say that i think the oil changes are really nice. i'm looking forward to try them out in experimental! while i'm at it, in last week's thread somebody proposed to have two kinds flamethrower ammo: one that acts like a tank's flamethrower, and another that acts like current handeld f...
- Fri Mar 08, 2019 11:42 am
- Forum: Not a bug
- Topic: [1.17.8] You can place signals in new spots. Bug?
- Replies: 1
- Views: 600
[1.17.8] You can place signals in new spots. Bug?
Hello! I'm pretty sure this wasn't possible in 0.16
Here's how to do it
Is this intended? Been working in older .17 versions as well.
Here's how to do it
Is this intended? Been working in older .17 versions as well.
- Thu Feb 28, 2019 10:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Invisible train wagon entity
- Replies: 2
- Views: 1314
Re: [0.17.2] Invisible train wagon entity
hi, found a way to make this reproducible in 1.17.3!
- Wed Feb 27, 2019 12:29 am
- Forum: Technical Help
- Topic: [0.17.1] Unexpected error when joining any multiplayer server
- Replies: 4
- Views: 1606
Re: [0.17.1] Unexpected error when joining any multiplayer server
i was in the server aldldl was trying to join into, so I quit and tried rejoining for science. What happened the first time is this: I got past the "loading map" process and started catching up; then at about 75% the game just crashed with this log https://pastebin.com/KeYisqJ3 Afterwards ...
- Sun Nov 04, 2018 4:11 pm
- Forum: Railway Setups
- Topic: Quirky Stacker - Extendable/Modular
- Replies: 3
- Views: 5120
Re: Quirky Stacker - Extendable/Modular
wow!! it's like the one i made but completely different!! uncanny!
looks interesting. cant wait to check it out and see how you did it!
looks interesting. cant wait to check it out and see how you did it!
- Sat Jul 07, 2018 8:37 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 60407
Re: Friday Facts #243 - New GUI tileset
oh my god those gui elements look sexy af :Q
- Sat Jul 07, 2018 8:35 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 56429
Re: Friday Facts #250 - Dead end conclusion
^these two posts above are awesome, and so is proposal 0 by itself.
i only started playing in 0.16. Is there a reason for the apparent indifference regarding list-view proposals?
PS: shared library was pretty cool, i'm not sure how i feel about its planned removal.
i only started playing in 0.16. Is there a reason for the apparent indifference regarding list-view proposals?
PS: shared library was pretty cool, i'm not sure how i feel about its planned removal.
- Sun Jul 01, 2018 2:16 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 71537
Re: Friday Facts #249 - Dead end exploration
First of all, changes described in fff #191 would be amazing. i would love to see those. that said, i... kind of don't like any of the proposals in fff #249. :( I like having blueprints as items, especially in multiplayer. (Also i don't like the idea of having a specialized hotbar mostly because i d...
- Tue Jun 12, 2018 1:40 pm
- Forum: Railway Setups
- Topic: Quirky Stacker - a stacker for differently-sized trains
- Replies: 0
- Views: 2231
Quirky Stacker - a stacker for differently-sized trains
Hi. One day a thought crossed my mind: "wouldn't it be cool if i could stack trains with different lengths in a single stacker?" I looked on factorioprints... and then the forums... but I wasn't able to find anything about this. :o I wanted a stacker with these characteristics: - it must b...
- Thu May 31, 2018 11:44 am
- Forum: Ideas and Suggestions
- Topic: Semaphores penalty multiplier
- Replies: 7
- Views: 3558
Re: Semaphores penalty multiplier/control
First of all, thanks for all the replies. The OP of that suggestion thread only talked about blocking certain routes completely, instead of increasing the pathfinder penalty. However, later in that thread, I suggested that it should also be possible to increase the pathfinder penalty. Nice! I'm glad...
- Wed May 30, 2018 6:34 pm
- Forum: Ideas and Suggestions
- Topic: Semaphores penalty multiplier
- Replies: 7
- Views: 3558
Semaphores penalty multiplier/control
Hi! Sorry if i bring up a thread from last year, but it's asking exactly what i wanted. Better than another thread, right? I too think that this feature would allow for much better train control with circuits. I am working on a circuit controlled stacker that can queue two trains behind each other o...
- Sun Apr 08, 2018 7:57 pm
- Forum: Modding help
- Topic: Alerting enemies from afar
- Replies: 6
- Views: 2429
Re: Alerting enemies from afar
Holy shit it works!!!! function attractEnemies(unit, range) for _, enemy in pairs(unit.surface.find_enemy_units(unit.position, range)) do enemy.set_command({type=defines.command.attack, target=unit.character}) end end script.on_event("horn", function(event) local player = game.players[even...
- Sun Apr 08, 2018 7:16 pm
- Forum: Modding help
- Topic: Alerting enemies from afar
- Replies: 6
- Views: 2429
Re: Alerting enemies from afar
Thanks for the tips guys! After sifting the forums and various resources here is what i came up with: function attractEnemies() for _, enemy in pairs(game.player.surface.find_enemy_units(game.player.position, 50)) do enemy.set_command({type=defines.command.attack, target=game.player.character}) end ...
- Sun Apr 08, 2018 8:45 am
- Forum: Modding help
- Topic: Alerting enemies from afar
- Replies: 6
- Views: 2429
Alerting enemies from afar
Hello. o/ I have assembled a mod that makes cars honk by pressing a button . Right now the honks have no effect on the world other than playing a sound that can be heard by players. I am trying to add a function to it though: enemies in range of honking would stop what they are doing and start attac...
- Fri Apr 06, 2018 11:31 pm
- Forum: Mods
- Topic: [MOD 0.16] Horns - honking for cars
- Replies: 0
- Views: 1357
[MOD 0.16] Horns - honking for cars
. Description This mod adds horns to cars and tanks. Pictures don't help much in this case, so here is a short video showcasing the mod's features . Both vehicles have their own set of two sounds, a shorter one and a longer one, which can be bound to different keys. ("H" and "SHIFT+H...