Search found 249 matches

by Anson
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...
by Anson
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...
by Anson
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...
by Anson
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...
by Anson
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...
by Anson
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...
by Anson
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...
by Anson
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...
by Anson
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 ...
by Anson
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...
by Anson
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...
by Anson
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...
by Anson
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...
by Anson
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 ...
by Anson
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...
by Anson
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...
by Anson
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...
by Anson
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...
by Anson
Tue Jun 28, 2016 4:16 am
Forum: General discussion
Topic: Production down indicator.
Replies: 23
Views: 8086

Re: Production down indicator.

wahming 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.
You already can do that in 0.12, if you use the Logistic Combinator mod ;)
by Anson
Thu Jun 16, 2016 6:08 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 133155

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...

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