Search found 249 matches
- Tue Aug 09, 2016 4:20 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 104841
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
I'm not gonna go point-by-point again with quotes, ... yes, that's also why i kept the long part hidden in a spoiler :-) but you'll find some of the stuff I said I wasn't gonna do is actually done now in the latest release! Most notably, color is supported on everything but small tubes (where I don...
- Tue Aug 09, 2016 12:21 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 164467
Re: [MOD 0.12.x|0.13.x]Factorio Extended 0.1.9
Oh my god that's brilliant! ... I could probably just do it at *one* roboport and as long as it got them all *eventually* that would be fine. although i had invented that method myself on 0.12 already, i stopped thinking about it and used only a single "upgrade factory". of course it woul...
- Mon Aug 08, 2016 4:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 104841
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
if you want, read a somewhat long answer to your somewhat long reply on my somewhat long list of observations ... >> numerical tubes never use color, even when "use color" flag is set in the gui > To clarify, ... numeric way only fetches the requested signal, rather than the full set >> al...
- Sat Aug 06, 2016 7:43 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 35487
Re: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
I think most of the energy numbers are about 5x of what they were. Thanks for pointing that out! AFAIK, they wanted to allow less energy usage for just covering a large area with roboports, while increasing energy usage for really using many bots TLTR: a really nice mod, running pretty well in 0.13...
- Wed Aug 03, 2016 7:05 am
- Forum: Mods
- Topic: [MOD 0.12.x] Pavement Drive Assist
- Replies: 30
- Views: 18266
Re: [MOD 0.12.x] Pavement Drive Assist
I enjoyed this mod a lot when driving around in my 0.12 factory, then i did a modless run for achievements in 0.13, and now try to find a set of mods to play on 0.13, but couldn't find an update of this mod :-( IF this mod is updated for 0.13, i might have a suggestion concerning the selection of wh...
- Wed Aug 03, 2016 6:20 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 104841
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
VERY NICE to have the pixies in 0.13 too ! THANK YOU ! but as always when something new is invented (colors in 0.13, complete A-Z in 0.13, alphatubes, logistics and circuit network for most entities, etc), something needs to be adjusted until it is not only "working well", but "workin...
- Tue Aug 02, 2016 2:03 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 324953
Re: Foreman 0.1.9 - A factory optimisation tool.
Possible solutions: 1: Did you actually extract the files from the zip ... 2: You made a shortcut to the exe and the working directory is wonky or something. I suggest you re-dl the latest release. Extract all files to a new directory somewhere that doesn't have any spaces in it. Make sure lua52.dl...
- Fri Jul 29, 2016 7:48 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 324953
Re: Foreman 0.1.9 - A factory optimisation tool.
i have problems finding directories :-( on my old computer, i had the same or a very similar problem too, but finally could get Foreman to run properly. when it broke down and i had to install everything again on a new computer, i can no longer remember what i did and thus am stuck with an error mes...
- Fri Jul 29, 2016 6:23 pm
- Forum: Duplicates
- Topic: [0.13.10-11] Can't install mods with in-game modmanager
- Replies: 6
- Views: 4462
Re: [0.13.10-11] Can't install mods with in-game modmanager
i seem to have the same problem as everybody else :-( after a fresh install of the zipped version, it just took me 2 hours to download 20 mods. sometimes i could download 5 in a row without problem, then it took 30 attempts for one mod (sometimes only retrying the download, sometimes also having to ...
- Mon Jul 25, 2016 2:03 am
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 40424
Re: Version 0.13.10
how does --mod-directory work? I have a steam-version of factorio. same for me, and same question ... without having tried, i would assume that in steam: rightclick factorio click properties on the general tab click set launch options and then type "--mod-directory" followed by what ? jus...
- Fri Jul 08, 2016 11:10 am
- Forum: Ideas and Suggestions
- Topic: Can't line up train stops with each other
- Replies: 11
- Views: 7905
Re: Can't line up train stops with each other
carriage length of 7 does seem damn odd when the railway is 2x2. Actually, I think Locomotives should be size 8, and carriages 7 it's always difficult to build something for all possible variations, and usually everything (stations, signal distances, doubled track for oncoming traffic on single rai...
- Fri Jul 08, 2016 9:11 am
- Forum: Implemented Suggestions
- Topic: Requ. chests/PowerArmor should default to zero or one
- Replies: 27
- Views: 29520
Re: Requester chests/Personal RP should default to zero or o
The current requesting for personal roboport ... I changed also the topic title (so that you see, that it is more related to personal roboport only. But a fix might include also normal requesters. isn't the personal roboport about construction and deconstruction, and doesn't involve any logistic bo...
- Thu Jul 07, 2016 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Storage Sorting
- Replies: 7
- Views: 8208
Re: Storage Sorting
The whole feature of storage chests needs to be completely revisited. :) there is another thread about not only revisiting storage chests, but a Concept - Rework of the Logistic Chests , and the storage chests are part of it (eg giving them slots to reserve space for some item types or amounts), al...
- Thu Jul 07, 2016 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Concept: Rework of the Logistic Chests (Unified Logistic Chests)
- Replies: 22
- Views: 9766
Re: Concept: Rework of the Logistic Chests
congratulations for this great idea !!! i already had thought of adding the item selection to storage chests, but that was a very limited idea and is automatically part of your new system. also the option to have providers and requesters which only do business through storage chests might take care ...
- Thu Jul 07, 2016 8:59 am
- Forum: Implemented Suggestions
- Topic: Storage chest filter
- Replies: 29
- Views: 14845
Re: Filter in Storage Chest
Another reason I'd like filters for storage chest is to bring some more order into the storage: ... storage chests currently seem to at least try to stay sorted by first selecting a storage chest that already has that item type in it, and if none exists, use a random empty storage chest, and if tha...
- Thu Jul 07, 2016 5:22 am
- Forum: Implemented Suggestions
- Topic: Requ. chests/PowerArmor should default to zero or one
- Replies: 27
- Views: 29520
Re: Requester chests should default to zero or one ☸
Factorio 0.13 has an option (in Options --> Other) called "Force default logistic filter count to 1" that will do exactly what you would expect. thanks for the hint, and to the programmers for that really useful standard feature of 0.13, instead of having to use mods. :P I just tried it w...
- Thu Jul 07, 2016 4:17 am
- Forum: Implemented Suggestions
- Topic: Requ. chests/PowerArmor should default to zero or one
- Replies: 27
- Views: 29520
Re: Requester chests should default to zero or one ☸
And IMO the best and easiest behaviour would be to give a slider in the item selection screen , keep the default of one stack there. People (like me) who wish to set it to one piece only can just grab the slider and throw it to the left all the way, quick, easy and no precision required. i have und...
- Wed Jul 06, 2016 8:47 pm
- Forum: Mods
- Topic: [MOD 0.12] Default request amount change
- Replies: 18
- Views: 24429
Re: [MOD 0.12] Default request amount change
Hi Martc, will you be updating this for 0.13? It's now an option directly in the game. Menu options other? Somewhere in there. in "options -> other settings", there is one option for "force default logistic filter count to 1", BUT: i didn't test it yet (since i am doing my first...
- Tue Jun 28, 2016 4:16 am
- Forum: General discussion
- Topic: Production down indicator.
- Replies: 23
- Views: 8086
Re: Production down indicator.
You already can do that in 0.12, if you use the Logistic Combinator modwahming wrote:You would need to wire all the chests together.
At least till 0.13, when circuit networks will be able to access the logistic network information.
Re: [MOD 0.12.26] KS Power
Perhaps it is pertinent to consider that for gameplay reasons, the technology is a standalone building, when in real life, the obvious solution would be to fit your air cleaners directly to your exhaust vents. Air cleaning technology really does work, it's just not done as a standalone building. TR...