Search found 108 matches

by xBlizzDevious
Sat Oct 08, 2016 11:15 pm
Forum: Technical Help
Topic: Cannot host public server successfully
Replies: 8
Views: 5207

Cannot host public server successfully

Hello. I've hosted servers for Factorio as soon as I could as my friends and I were keen to play it together. Locally hosted, directly connected games work fine, as do dedicated games that you connect to with a direct IP. With 0.14 (or was it in 0.13?) the Server Browser was a nice addition. I never...
by xBlizzDevious
Sat Oct 08, 2016 2:34 pm
Forum: Ideas and Requests For Mods
Topic: Personal Inventory stack size increase but vanilla chests
Replies: 5
Views: 2605

Personal Inventory stack size increase but vanilla chests

Tried to sum it up in the subject. I hate the limited stack sizes in my inventory but I find they're very balanced in chests and other inventories. Is there a way to increase the stack size in the player inventory by a multiple of, let's say, 10? But keep stack sizes vanilla for chests, trains, etc?...
by xBlizzDevious
Thu Oct 06, 2016 12:44 am
Forum: Gameplay Help
Topic: Display Item Count With Lamps?
Replies: 4
Views: 5164

Re: Display Item Count With Lamps?

DaveMcW wrote:This thread has a collection of many ways to do it: viewtopic.php?f=193&t=19825
Thank you. I think I can figure out how to adapt those to my uses. Perhaps I can learn how it works too!
by xBlizzDevious
Wed Oct 05, 2016 11:07 pm
Forum: Gameplay Help
Topic: Display Item Count With Lamps?
Replies: 4
Views: 5164

Display Item Count With Lamps?

Hi all! I'm curious as to how to count items with the circuit network, then display it in the world so that I can see at a glance how many items I have. The purpose is for my train stations so that I can see there's 20k iron ore in the buffer or none and know that I need more. I've a basic understan...
by xBlizzDevious
Tue Oct 04, 2016 3:26 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121462

Re: [MOD 0.12.12+] Research queue 1.2.6

Minor bug: Some mod I've got adds research that only uses red and green, however, it depends on a research that requires blue. It appears in the list when I've only got red and green selected but when I choose it, it queues up the research that requires blue. Other than that, it's an amazingly usefu...
by xBlizzDevious
Thu May 12, 2016 10:44 am
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 146812

Re: Bugs and problems

Extra fast smart inserters aren't fully smart. I can add a filter so they only take specific items, but I cannot connect a logistics wire or set circuit/logistic configurations. I'm running 3.0.0 automatisation but according to its changelog, that doesn't exist: https://forums.factorio.com/viewtopic...
by xBlizzDevious
Thu May 12, 2016 10:33 am
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 198699

Re: General Discussion

Optimal Energy layouts? I've been using one or two 5dim modules for some time but I decided to add a couple of the others for my current save. One of those was the Energy module and I'm now curious as to the optimal layouts for the higher tier boilers, pumps and steam engines. With vanilla, it's 1 ...
by xBlizzDevious
Sun May 08, 2016 4:54 pm
Forum: Multiplayer
Topic: Looking for a Dedicated server.
Replies: 5
Views: 1802

Re: Looking for a Dedicated server.

If you'd be keen to run a few mods, I have a server running. It's currently got an ~ 100 hour save on it, but I'd happily start fresh if you want to.

viewtopic.php?f=53&t=25067
by xBlizzDevious
Sun May 08, 2016 2:03 pm
Forum: Multiplayer
Topic: [UK/EU][0.12.33] Megabase builders for modded dedi server
Replies: 0
Views: 967

[UK/EU][0.12.33] Megabase builders for modded dedi server

Hello! I've got a dedicated server that a couple of friends and myself use but would like to get some more players to help build (and design) the mega-base we're planning on building. I host Teamspeak 3 for anyone that wants to use that for communication on the server too. It's already at a decent s...
by xBlizzDevious
Sun May 08, 2016 2:47 am
Forum: Gameplay Help
Topic: Trains and optimal layouts
Replies: 12
Views: 30278

Re: Trains and optimal layouts

At least for a double rail, high speed track, I actually found roundabouts working quite well: circle.png During peaks, I actually have 3 or 4 trains passing through it simultaneously, and not a single lock ever. It also signals far enough ahead to ensure that trains will at most have to slow down ...
by xBlizzDevious
Sun May 08, 2016 2:40 am
Forum: Ideas and Requests For Mods
Topic: Character acceleration when running
Replies: 9
Views: 2563

Character acceleration when running

I've always loved having a few exoskeletons in my armour to allow me to go significantly faster, but I've recently added a mod that provides significantly upgraded versions of the exoskeleton. These allow you to run as fast as a train - which I do think is a bit much but it's so ridiculous that I'm ...
by xBlizzDevious
Sat May 07, 2016 5:56 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 72273

Re: Friday Facts #137 - The release scarecrow

I really don't like the idea of the stack size bonus being removed for "old" inserters. I don't see mention of rapid inserters working from chest > chest (and machines, too) - would they be able to transfer any number of items up to their max from one inventory directly to another or is th...
by xBlizzDevious
Thu May 05, 2016 10:33 pm
Forum: Gameplay Help
Topic: Trains and optimal layouts
Replies: 12
Views: 30278

Re: Trains and optimal layouts

Well, you can just make the junction wider rather than the entire line, although yeah, lots of space between to accommodate the curves and signals... I do really hope they get round to making proper path signals and more compact s-bends... We can dream, eh? 0.13 is supposed to be a big overhaul of ...
by xBlizzDevious
Thu May 05, 2016 8:59 pm
Forum: Gameplay Help
Topic: Trains and optimal layouts
Replies: 12
Views: 30278

Re: Trains and optimal layouts

-snip- Following your example as a guide and walking through it step by step in my head, I think I've come into a bit of an issue. With the tracks laid as closely as they are on my lines, there is no space to place all of the signals because of how picky they are with placement. I can increase the ...
by xBlizzDevious
Thu May 05, 2016 6:56 pm
Forum: Gameplay Help
Topic: Trains and optimal layouts
Replies: 12
Views: 30278

Re: Trains and optimal layouts

SyncViews wrote:-snip-
That was my intended flow of traffic. Clearly I don't quite understand these signals as well as I hoped.

Thank you very much for your help. I shall now go and watch MORE tutorials on signals. Haha!
by xBlizzDevious
Thu May 05, 2016 3:27 pm
Forum: Gameplay Help
Topic: Trains and optimal layouts
Replies: 12
Views: 30278

Re: Trains and optimal layouts

The problem I see there is that with Factorio's lack of path signalling (see OpenTTD), that in several places 2 parallel lines are in a single signal block, and in the middle 3 of 4 lines are, plus both junction lines (so 5/6 total). This means that if you have trains running next to each other (sa...
by xBlizzDevious
Thu May 05, 2016 4:40 am
Forum: Gameplay Help
Topic: Trains and optimal layouts
Replies: 12
Views: 30278

Trains and optimal layouts

Hi all, I've always built my trains with roundabouts as that's the way that makes sense in my head, but I've seen very few Youtubers use any loops - in fact, they're all strongly against it... Especially so in mega-bases which is what I'm beginning a build of in my current save. For that reason, I'v...
by xBlizzDevious
Wed May 04, 2016 6:49 pm
Forum: Ideas and Suggestions
Topic: Improved Production Stats
Replies: 3
Views: 1243

Re: Improved Production Stats

http://www.factorio.com/blog/post/fff-133 (last paragraph) Ah, excellent. They don't mention fluids, but it's good to see that they've pre-empted my request. Is that feature already implemented in on of the experimental builds? I'm running 0.12.31 and I'm not seeing a way to check other items. I've...
by xBlizzDevious
Wed May 04, 2016 4:48 pm
Forum: Ideas and Suggestions
Topic: Improved Production Stats
Replies: 3
Views: 1243

Improved Production Stats

Hello! I'd quite like two features of statistics that I don't see mentioned elsewhere (even in this thread: https://forums.factorio.com/viewtopic.php?f=80&t=19987) to be added. 1. Liquid/Fluid production statistics. I'd like to know how much oil I'm consuming, just like I want to know how much i...
by xBlizzDevious
Mon May 02, 2016 10:56 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 198699

Re: General Discussion

Hello, had the same issue. Now I have a 1 7 5 setup with copper pipes which works but is probably extremely inefficient. Greetings steinio I've done a little bit of testing and looked at the code. As far as I can tell, you require exactly the same amount of Mk2 or Mk3 boilers as you would need of t...

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