Search found 159 matches
- Sat May 21, 2016 4:18 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429948
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0
sooo, just installed this and ran into the worm that shoots out new biters. How on earth are you supposed to deal with that? I put down 40 turrets with piercing ammo and by the time my last turret is destroyed there are hundreds of new biters. And this is "only" at 68% evolution. I shudder...
- Fri May 20, 2016 1:41 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42830
Re: [MOD 0.12.x] VehicleSnap 1.0.1
Look excellent.
- Thu May 19, 2016 3:54 pm
- Forum: Show your Creations
- Topic: ASCII Display
- Replies: 7
- Views: 7736
Re: ASCII Display
This is really impressive. Thanks for sharing.
- Thu May 19, 2016 2:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121658
Re: [MOD 0.12.x] HardCrafting 0.3.13
Slag is actually pretty minor. Yes it does loop around but you get a relatively small amount out of it. 5 slag turns into 2 crushed iron 2 crushed turns into 2 plates and another slag. So you need 25 slag to get enough slag for another slag run... Mathwise I believe slag gives you a 10-20% bonus on ...
- Wed May 18, 2016 9:44 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121658
Re: [MOD 0.12.x] HardCrafting 0.3.13
Yah! Thanks for the quick fix.
- Wed May 18, 2016 7:42 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178019
Re: Smart, dynamic train deliveries with combinator Magick
Cool. Thanks for the pointers and explanation. Reading over your post I feel like my station balancing setup is very clunky and like you said, doesn't really solve the specific problem. I was actually going to need to redo it anyway as I changed from 3 to 4 stations so once again I shall dive into l...
- Wed May 18, 2016 4:19 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178019
Re: Smart, dynamic train deliveries with combinator Magick
I downloaded your demo and watched the trains for a while and I'm quite impressed by the setup. It's really nice. I'm also amazed that you are able to do all that with so few combinators. I've done the same thing after I was done: watching the trains being quite impressed by myself. And I hate myse...
- Wed May 18, 2016 1:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121658
Re: [MOD 0.12.x] HardCrafting 0.3.12
I ran into what appears to be another bug. I blueprinted a bunch of stuff, including two belt sorters. After placing the blueprint a few times I wanted to change a few things. But i found that if I removed the belt sorters a invisible belt sorter entity stayed around. I tried removing it with bots a...
- Wed May 18, 2016 1:54 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178019
Re: Smart, dynamic train deliveries with combinator Magick
I downloaded your demo and watched the trains for a while and I'm quite impressed by the setup. It's really nice. I'm also amazed that you are able to do all that with so few combinators. Got a question for you though. You have the depot (dispatcher) which waits for a station to signal it is ready t...
- Sat May 14, 2016 5:22 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178019
Re: Smart, dynamic train deliveries with combinator Magick
This looks/sounds amazing and it's essentially what I've been trying to do. Yours looks better though. Thanks for sharing and the very detailed post. ~edit: One question though. It's looking like you can only have 1 unload location at once. Granted you can put the same name on multiple stations thou...
- Sat May 14, 2016 3:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121658
Re: [MOD 0.12.x] HardCrafting 0.3.12
Excellent. Thanks for the quick fix and changes. Went from 97MB to 228KB.
- Sat May 14, 2016 12:58 pm
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35448
Re: [MOD 0.12.X] Smart Display 1.0.5
Cool thanks.
I understand about the colors. Thanks for looking into it.
I understand about the colors. Thanks for looking into it.
- Sat May 14, 2016 1:20 am
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121658
Re: [MOD 0.12.x] HardCrafting 0.3.11
Ok, so I think there is some odd bug going on. After I upgraded my script.dat in the savegame started growing really huge. After a few hours it grew from 200KB to almost 100MB. I opened it up in notepad++ and I can't be sure what it is exactly but all the extra junk is under do local and seems to be...
- Fri May 13, 2016 11:55 pm
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35448
Re: [MOD 0.12.X] Smart Display 1.0.4
I was more thinking simply allowing a way to put a period or comma x # of characters from a side. I don't think you can have decimals, but you could have large numbers where a few commas could be nice.
- Fri May 13, 2016 11:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121658
Re: [MOD 0.12.x] HardCrafting 0.3.11
Well I'll try some other things out with it. I'm just not sure the benefits outweigh the extra complexity. Personally I think the larger size, water input and 4x speed all provide enough extra challenge. 4 pulverizers is 560KW not 660KW. Pretty comparable, but 4x crushers are "only" 320KW....
- Fri May 13, 2016 9:13 pm
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35448
Re: [MOD 0.12.X] Smart Display 1.0.4
Pretty awesome! Thanks for making this. I really like the show on the map feature and being able to have prefix/suffix options. The sizing thing could be useful, but going from 1x to 2x is a big jump. I'm guessing you can't do 1.5x though... Is any chance of being able to change colors or add decima...
- Fri May 13, 2016 5:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121658
Re: [MOD 0.12.x] HardCrafting 0.3.11
Ok, so I hate to be that guy... But I'm really not sure about the big processor outputting dirt. The water is ok since it is a 5x5 structure. But having yet another input/output makes it really messy. For instance, lets take pulverized iron. My current setup for it requires 2 inputs and 3 outputs. I...
- Thu May 12, 2016 9:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121658
Re: [MOD 0.12.x] HardCrafting 0.3.11
Excellent, thanks for the hard work! Oh and just what I wanted. More dirt.
- Thu May 12, 2016 8:25 pm
- Forum: Mods
- Topic: Extended Range
- Replies: 7
- Views: 4453
Re: Extended Range
hehe, good to hear. I figured you either hadn't tried it yet or it was working fine.
- Wed May 11, 2016 8:51 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 229651
Re: [MOD 0.12.18] Warehousing v0.0.9
The filter on the smart insterter simply means it will only move those items. So set it to iron plates and it ignores anything else. Stack bonus isn't related to that.
All inserters will move up to the stack size automatically.
All inserters will move up to the stack size automatically.