Search found 133 matches

by provet
Fri Mar 04, 2016 4:29 pm
Forum: Ideas and Suggestions
Topic: Set Assembling Machine from Wire/Combinator
Replies: 6
Views: 6570

Re: Set Assembling Machine from Wire/Combinator

How about: you cant change recipe with logic unless the assembler is empty? And to empty "assemblers input" smart inserter could for example be set to take iron from the regular magazine assembly
by provet
Fri Mar 04, 2016 3:24 am
Forum: Ideas and Suggestions
Topic: Set Assembling Machine from Wire/Combinator
Replies: 6
Views: 6570

Re: Set Assembling Machine from Wire/Combinator

To set what assemblers is producing solely based on logic would surely be interesting! Modular-ish assemblers here we go! All the Item icons currently storing information in combinators could actually reflect an item/recipe that an assembler would produce. All visuals for this is basically already i...
by provet
Wed Sep 16, 2015 1:59 pm
Forum: This Forum
Topic: like/thumbs up?
Replies: 3
Views: 10691

Re: like/thumbs up?

There is a bookmark feature in user control panel, but I cant find it in the actual posts/threads
by provet
Mon Sep 14, 2015 4:06 pm
Forum: Ideas and Suggestions
Topic: A cup of multiplayer
Replies: 11
Views: 12746

Re: A cup of multiplayer

My ideas about mp: - Diplomacy screen where you can mark other players as enemy/neutral/ally - Turrets attack enemy players - Deconstruction enemy and neutral buildings require more time - Only ally buildings can interact - Logistic bots interact with ally logistic system as if it part of yours - N...
by provet
Mon Sep 14, 2015 12:12 am
Forum: This Forum
Topic: like/thumbs up?
Replies: 3
Views: 10691

Re: like/thumbs up?

Or at least a "favorite" or something to store useful post/threads whenevery you stumble upon them
by provet
Wed Sep 09, 2015 11:53 pm
Forum: Ideas and Suggestions
Topic: Independent day/night cycles for each world
Replies: 8
Views: 6869

Re: Independent day/night cycles for each world

It would also open up the possibility to say colonize a moon which have very long nights because of planetary eclipse
by provet
Wed Sep 09, 2015 5:01 pm
Forum: Questions, reviews and ratings
Topic: Found a solution for treefarm-ac with muliple forces
Replies: 0
Views: 5012

Found a solution for treefarm-ac with muliple forces

I'm playing a multiplayer game where every player have a different faction/force. We don't share the same technology-tree and we all have our own bases. We use lots of mods, most of them work (believe it or not). All of the entities from treefarm-ac works except the important cokery. It's placed as ...
by provet
Tue Sep 08, 2015 10:45 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 63278

Re: [0.12]Ideas, suggestions & discussion

Could you please add compatibility for multiple forces? As far as I know only the placed entities are incompatible, rails etc. Edit: In FARL.lua replace all game.force.player with self.driver.force and it should work with multiple forces. I don't think if any issues occur by doing this, I tested it ...
by provet
Tue Aug 25, 2015 6:02 pm
Forum: Mods
Topic: [0.12.x] Craft Faster
Replies: 8
Views: 19926

Re: [0.12.x] Craft Faster

Craft faster manually or with machines?
by provet
Sun Aug 23, 2015 11:25 am
Forum: Ideas and Suggestions
Topic: Independent day/night cycles for each world
Replies: 8
Views: 6869

Independent day/night cycles for each world

When we finally get to new planets thanks to the rockets I think they should have different day/night cycles for more interesting gameplay.
by provet
Sun Aug 23, 2015 11:16 am
Forum: Mods
Topic: [MOD 0.12] Hazzard's Gravestone Mod
Replies: 34
Views: 42024

Re: [MOD 0.12] Hazzard's Gravestone Mod

Im death-initely going to use this mod!
by provet
Sun Aug 23, 2015 10:53 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 211466

Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Just what I needed! :D Thx
by provet
Sun Aug 23, 2015 10:48 am
Forum: Mods
Topic: [MOD 0.13.x] Cursed PI - v0.2.3
Replies: 43
Views: 51321

Re: [MOD 0.12.x] Cursed PI - v0.0.3

Nice mod! Can it be programmed to place on the near/far belt path?
by provet
Fri Aug 21, 2015 8:26 pm
Forum: Ideas and Requests For Mods
Topic: New Faction Added.
Replies: 11
Views: 20392

Re: New Faction Added.

And now its only a matter of time before some kind of diplomacy mod appears! ;)
by provet
Wed Aug 19, 2015 11:05 am
Forum: Ideas and Suggestions
Topic: Make colored wire "free"
Replies: 7
Views: 4350

Re: Make colored wire "free"

It should be easy enough to mod! just changing the recipe yield from 1 to 100! Someone with modding skillz do this please!
by provet
Thu Jul 23, 2015 10:46 am
Forum: Wiki Talk
Topic: Update 0.12 TODO
Replies: 8
Views: 27625

Re: Update 0.12 TODO

ssilk wrote:
Invitation
Thx! But im already on it! :P So why haven't I done any of these changes yet?
cause im playin the new update and im kind of lazy at the moment. But hey I've at least done something
by provet
Tue Jul 21, 2015 3:24 pm
Forum: Technical Help
Topic: [0.12]The M-word
Replies: 2
Views: 3023

[0.12]The M-word

So Multiplayer is what this topic will be about! A hot topic which a lot of people feels very different about . I've been playing with a friend who has a VERY shitty wireless connection: his download is 100KB/s and his upload is probably worse! So we've actually managed to play multiplayer with this...
by provet
Tue Jul 21, 2015 12:28 am
Forum: Gameplay Help
Topic: Combinator Logic
Replies: 5
Views: 7780

Re: Combinator Logic

https://youtu.be/EI9h54ZTdNo Playing around with combinators
by provet
Mon Jul 20, 2015 11:09 pm
Forum: Wiki Talk
Topic: Update 0.12 TODO
Replies: 8
Views: 27625

Re: Update 0.12 TODO

ratchetfreak wrote:The entire train&rail section should be restructured. Too many small articles for my taste.
Damn! I haven't got to trains just yet in my 0.12 play-through :(
ratchetfreak wrote:Also the stop doesn't have a signal condition yet.
I agree, it needs a cleanup! But couldn't find this one here.
by provet
Mon Jul 20, 2015 7:57 pm
Forum: Wiki Talk
Topic: Update 0.12 TODO
Replies: 8
Views: 27625

Update 0.12 TODO

Here is some TODO on the wiki now with the new awesome update (I guess most ppl wont see this as they're busy playing with the new update :D) https://forums.factorio.com/wiki/index.php?title=Enemies -> New enemies https://forums.factorio.com/wiki/index.php?title=Small_pump -> can now be controlled w...

Go to advanced search