Search found 72 matches
- Mon Dec 22, 2014 11:25 am
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12536
Re: Solar boilers
I don't see purpoase of thsi idea, there are solar panels, and there is mod that adds electric boilers and smart tanks/pumps so you can make a battery that woud use electric boiler to heat liquids and use the smart tank to make sure that the liquid is at 100 degrees, and bam! you have a electrical s...
- Mon Dec 22, 2014 11:07 am
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 46589
Re: [MOD 0.11.X] AlphaMod
How does the smart tank work, only thing i see in the configurantion screen for isnerters/pupms is some meta items that don't change with the tank/liquid stored in it. Smart tank have "smart-container" part that is wire connectable and has inside meta-items for Ammount of liquid in liters...
- Mon Dec 22, 2014 1:36 am
- Forum: Mods
- Topic: Silica v 0.1.5 [0.11.x][WIP]
- Replies: 54
- Views: 25194
Re: Silica v 0.1.5 [0.11.x][WIP]
Bug report: if concrete water pit is replaced with concrete any pumps that were sucking from the pit will still work.
Image
- Sun Dec 21, 2014 11:23 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 76387
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]
If anybody lacks red and green wires, here are commands to enable them.
/c game.player.force.recipes['green-wire'].enabled=true
/c game.player.force.recipes['red-wire'].enabled=true
Be sure to enable them only if you resarched advanced enlectronics! Otherwise its cheating!
/c game.player.force.recipes['green-wire'].enabled=true
/c game.player.force.recipes['red-wire'].enabled=true
Be sure to enable them only if you resarched advanced enlectronics! Otherwise its cheating!
- Sun Dec 21, 2014 11:20 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 39174
Re: [Mod 0.11.x] Belt Blocker
Only if i coud solve issue with circuit network cables(green/red) not being craftable(blame cartmen180!). :( Digging into code right now. Fixed but only for new maps. :( Thats not good :( It was a pain, but thank god for in-game lua commands! :D (idk how to open the .dat files that are used for sav...
- Sun Dec 21, 2014 11:03 pm
- Forum: Mods
- Topic: SmartTrains 0.2.0 [0.11.5+]
- Replies: 69
- Views: 46427
Re: [MOD 0.11.6][WIP] SmartTrains
Maybe you coud make a smart train stantion that woud accept the train only of certain circuit netowork condicions were met, and some kind of circuit network broadcaster/reciver to do something like this, if coal(in main base) < 2000 then activate train stantion with coal(coal outopost)
- Sun Dec 21, 2014 10:47 pm
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 46589
Re: [MOD 0.11.X] AlphaMod
How does the smart tank work, only thing i see in the configurantion screen for isnerters/pupms is some meta items that don't change with the tank/liquid stored in it.
- Sun Dec 21, 2014 9:54 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 39174
Re: [Mod 0.11.x] Belt Blocker
Fixed but only for new maps.G_glop wrote:Only if i coud solve issue with circuit network cables(green/red) not being craftable(blame cartmen180!).AlphaRaptor wrote:
Totally Agree
Digging into code right now.
- Sun Dec 21, 2014 9:23 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 39174
Re: [Mod 0.11.x] Belt Blocker
Only if i coud solve issue with circuit network cables(green/red) not being craftable(blame cartmen180!).AlphaRaptor wrote:
Totally Agree
Digging into code right now.
- Sun Dec 21, 2014 8:29 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 39174
Re: [Mod 0.11.x] Belt Blocker
Really liking this mod! It's such a simple little thing but it allows making compact production so much easier, allowing you to use the same belt for multiple things without a bunch of overflow, spill or using smart inserters to remove things and return them. http://i.imgur.com/ApH4qZT.png My only ...
- Sun Dec 21, 2014 8:24 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 76387
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]
And are is there circuit network?G_glop wrote:What type of ammo goes to the sniper turret?
- Sun Dec 21, 2014 4:19 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 39174
Re: [Mod 0.11.x] Belt Blocker
NopeAlphaRaptor wrote:Is that a real Question ?G_glop wrote:Does it reduce pollution?
- Sun Dec 21, 2014 12:57 am
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 76387
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]
What type of ammo goes to the sniper turret?
- Sat Dec 20, 2014 11:26 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 39174
Re: [Mod 0.11.x] Belt Blocker
Does it reduce pollution?
- Sat Dec 20, 2014 11:22 pm
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 46589
Re: [MOD 0.11.X] AlphaMod
Great now i don't need several km^2 to handle liquids in my modpack!
- Sat Dec 20, 2014 11:00 pm
- Forum: Mods
- Topic: Silica v 0.1.5 [0.11.x][WIP]
- Replies: 54
- Views: 25194
Re: Silica v 0.1.4 [0.11.x][WIP]
It was around 1000 concrete water pits(25000 silica), it will be harder to fill it up with concrete floor and idk how long the salt will last (used for science packs 3 in Cartmen's complete overhaul) and there is some 2 second freezes due to lua limitantions, but still better then constant worry of...
- Sat Dec 20, 2014 10:25 pm
- Forum: Mods
- Topic: Silica v 0.1.5 [0.11.x][WIP]
- Replies: 54
- Views: 25194
Re: Silica v 0.1.4 [0.11.x][WIP]
It was around 1000 concrete water pits(25000 silica), it will be harder to fill it up with concrete floor and idk how long the salt will last (used for science packs 3 in Cartmen's complete overhaul) and there is some 2 second freezes due to lua limitantions, but still better then constant worry of ...
- Sat Dec 20, 2014 9:35 pm
- Forum: Mods
- Topic: Silica v 0.1.5 [0.11.x][WIP]
- Replies: 54
- Views: 25194
Re: Silica v 0.1.4 [0.11.x][WIP]
Well that was easier then i thought!
- Fri Dec 19, 2014 10:28 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 76387
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]
I am so sorry guys, i really wanted to have the .25 update ready before saturday but i've just been swamped with RL. On top of that I am running out of time as I am going on a six month trip to the caribbean on the 11th of this month. I do however have these last two days to bring this update to yo...
- Fri Dec 19, 2014 10:03 pm
- Forum: Mods
- Topic: Silica v 0.1.5 [0.11.x][WIP]
- Replies: 54
- Views: 25194
Re: Silica v 0.1.3 [0.11.x][WIP]
Anyway its going to be a long time until i get to that point in game(wery long). Cartmen's Complete Overhaul is really time consuming. I guess I'll have to use trees for now.