Search found 133 matches
- 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
- 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...
- 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
- 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...
- 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
- 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
- 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 ...
- 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 ...
- 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?
- 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.
- 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!
- 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! Thx
- 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?
- 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!
- 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!
- Thu Jul 23, 2015 10:46 am
- Forum: Wiki Talk
- Topic: Update 0.12 TODO
- Replies: 8
- Views: 27625
Re: Update 0.12 TODO
Thx! But im already on it! So why haven't I done any of these changes yet?ssilk wrote:Invitation
cause im playin the new update and im kind of lazy at the moment. But hey I've at least done something
- 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...
- 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
- Mon Jul 20, 2015 11:09 pm
- Forum: Wiki Talk
- Topic: Update 0.12 TODO
- Replies: 8
- Views: 27625
Re: Update 0.12 TODO
Damn! I haven't got to trains just yet in my 0.12 play-throughratchetfreak wrote:The entire train&rail section should be restructured. Too many small articles for my taste.
I agree, it needs a cleanup! But couldn't find this one here.ratchetfreak wrote:Also the stop doesn't have a signal condition yet.
- 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...