Search found 137 matches
- Thu Dec 11, 2014 6:25 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89609
Re: [MOD 0.11.3]Filtered Splitters - N-way splitting and fil
Had a problem with the splitters dis-associating (I'm gonna call it that anyway), requiring the series to be pulled up and re-built. (Hadn't run into this specifically before, but not very surprised, as they were touchy to get going once or twice.) Additionally, the inserter arrows always point Eas...
- Thu Dec 11, 2014 1:45 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Filter Splitters
- Replies: 7
- Views: 3774
Re: [Request] Filter Splitters
I like this idea alot. Do you mean having them like a smart inserter, but with splitters? Like you can filter stone for one side and coal for the other? I'll try to add that to my mod! Yes like this u make it that u can have like 1 Spilter :) Like this mod https://forums.factorio.com/forum/viewtopi...
- Thu Dec 11, 2014 9:58 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 296733
Re: Thank you
Thanks indeed. I wish the game would somehow track the time I play it, I'm quite likely nearing or over 1000h already :) I've been massively disappointed in vast majority of AAA titles released in several years but Factorio has been THE timesink for me for months now. you could can Start it over Ev...
- Thu Dec 11, 2014 9:15 am
- Forum: Ideas and Suggestions
- Topic: Railroad crossings
- Replies: 16
- Views: 4346
Re: Railroad crossings
Or make some Sensor what u can build in the Rail or an Special rail and make it like an Network with the Green or red one
and if a Trains hits this Sensor the Light Turns on(red) and if he pasts the Second sensor then it turn off
Would be cool when that works
and if a Trains hits this Sensor the Light Turns on(red) and if he pasts the Second sensor then it turn off
Would be cool when that works
- Thu Dec 11, 2014 9:08 am
- Forum: Implemented Suggestions
- Topic: [Request] For change able Guy Scale
- Replies: 5
- Views: 1811
Re: [Request] For change able Guy Scale
xDssilk wrote:..and you don't need to excuse for your English in cyan... It burns somehow into the eyes..
- Thu Dec 11, 2014 7:27 am
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89609
Re: [MOD 0.11.3]Filtered Splitters - N-way splitting and fil
Fixed the problem and is 100% 11.5 and MP compatible. Here ya go: http://www.mediafire.com/download/63caz4og5y6d3jm/SmartSplitters_0.0.3.zip NOTE: While testing MP there was massive lag, I didn't investigate it and assume the lag was caused by me loading a sandbox game in MP. The mod itself works f...
- Thu Dec 11, 2014 6:14 am
- Forum: Mods
- Topic: Smart Modpack [0.11.5] MP Compatible
- Replies: 56
- Views: 29934
Re: Smart Modpack [0.11.5] MP Compatible
My selv never tried to use the Gui We have the Tools Disabled because of the MP Problem with the tools
- Thu Dec 11, 2014 6:12 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] On death, spawn a box with inventory of player
- Replies: 20
- Views: 7106
Re: [Request] On death, spawn a box with inventory of player
because i don't want to download cursedL0771 wrote:I don't knowberni1212 wrote:Can u make this one in an Extra Mod too like only the Death chest and MP compatible ?L0771 wrote:I take this
EDIT: It is a "virtual" box (only you can take this), implemented in Cursed v0.0.10
- Wed Dec 10, 2014 11:59 pm
- Forum: Mods
- Topic: Smart Modpack [0.11.5] MP Compatible
- Replies: 56
- Views: 29934
Re: Smart Modpack [0.11.5] MP Compatible
if u want to Play MP u need to Disable Dytechtools if u do that it works then there are toolsares0027 wrote:cannot show dytech tools ui and the command ( remote.call("DyTech-Tools", "showCraftingGUI") ) is not working either. so there are no tools at all.
edit: trying the mod in SP
- Wed Dec 10, 2014 11:02 pm
- Forum: Implemented Suggestions
- Topic: [Request] For change able Guy Scale
- Replies: 5
- Views: 1811
Re: [Request] For change able Guy Scale
Didn't saw that XD it was 2013Nova wrote:We already have the suggestion of a changable GUI size: https://forums.factorio.com/forum/vie ... ?f=6&t=153
Oh, and it's not necessary to use that much tags or smileys. Just saying. ^^
- Wed Dec 10, 2014 10:34 pm
- Forum: Mods
- Topic: Smart Modpack [0.11.5] MP Compatible
- Replies: 56
- Views: 29934
Re: Smart Modpack [0.11.5] MP Compatible
so 20 Houers + Playtime with some Small Desync errors we don't know why they Happen but we look to find them and report them
Smiles
- Wed Dec 10, 2014 10:27 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] On death, spawn a box with inventory of player
- Replies: 20
- Views: 7106
Re: [Request] On death, spawn a box with inventory of player
Can u make this one in an Extra Mod too like only the Death chest and MP compatible ?L0771 wrote:I take this
EDIT: It is a "virtual" box (only you can take this), implemented in Cursed v0.0.10
- Wed Dec 10, 2014 10:26 pm
- Forum: Implemented Suggestions
- Topic: [Request] For change able Guy Scale
- Replies: 5
- Views: 1811
[Request] For change able Guy Scale
Hello Comunity and Devs! It would be Cool if you Guys make it so that u can Change the Guiscale because some Computers have a Wide Screen and some mods have a Really Big GUI and its really annoying if u can't see everything on the screen :D :mrgreen: :mrgreen: Like the Gui Scale change in Minecraft...
- Wed Dec 10, 2014 10:18 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 114665
Re: [MOD 0.11.x] TimeButtons v0.2.1
can we use this mod in MP ?
- Wed Dec 10, 2014 9:01 pm
- Forum: Modding help
- Topic: Light source
- Replies: 8
- Views: 2969
Re: Light source
in energy_required in recipe. I think 1 energy_required is 60 ticks = 1 second ... 416 energy is a day defends of crafting speed of assembler IF you can make that with the Lights on at Day too can u make an SENSOR for the Trains ? then u can use the train to signalse a TRAiN IS COMMING NO CROSSING ...
- Wed Dec 10, 2014 8:35 pm
- Forum: Mods
- Topic: [dead] Wagons: More train stuff
- Replies: 140
- Views: 91707
Re: [dead] Wagons: More train stuff
When you want to discontinue the mod, would you mind if I took over? I would love to use the wagons provided by the mod in 0.11.x, maybe even add some by my own. You of course would be credited as the original creator of the mod. Everything is MIT licensed and you are welcome to take any/all of it ...
- Wed Dec 10, 2014 8:34 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] For more Trains or Waggons
- Replies: 4
- Views: 2591
Re: [Request] For more Trains or Waggons
Its cool but sadly the Mod is Nearly dead :/
It would be so cool if they Update it
It would be so cool if they Update it
- Wed Dec 10, 2014 8:32 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 341475
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
I don't know what you Guys Talk LOL :D I am Happy that the mod Works we have it now in use on an 20H map with about 30 mods or so and it works Perfect no Problems at all :mrgreen: :mrgreen: :mrgreen: :mrgreen: Thanks for that Great Mod :) I hope you Continoue with this mod and could add more to it ...
- Wed Dec 10, 2014 7:32 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 341475
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
I don't know what you Guys Talk LOL :D I am Happy that the mod Works we have it now in use on an 20H map with about 30 mods or so and it works Perfect no Problems at all :mrgreen: :mrgreen: :mrgreen: :mrgreen: Thanks for that Great Mod :) I hope you Continoue with this mod and could add more to it :...
- Wed Dec 10, 2014 7:22 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] For more Trains or Waggons
- Replies: 4
- Views: 2591
Re: [Request] For more Trains or Waggons
NIce but i can't mod thats why :/JamesOFarrell wrote:If you dig around in the mod WIP forum most of the work for this is already done in the wagons mod. Here is the google drive folder that has a version for 0.11 that just need debugging.
But it would be so cool
Is there a Forum Thread ?=