Search found 66 matches
- Mon Sep 07, 2015 7:37 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Wooden Fences
- Replies: 10
- Views: 16083
Re: [MOD 0.12.x] Wooden Fences
Not only defensive, but looks good too. For me this mod is good for separating factory zones from each other.
- Wed Aug 26, 2015 4:01 pm
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 45355
Re: [MOD 0.12.0+] Greenhouses 0.1.0
Does this work together with treefarm? Meaning can one simply replace the farms with greenhouses or is there a conflict? If it works, does it work nicely? Meaning, will there be two sorts of saplings with the same recipe or something of the like? Do the greenhouses produce or reduce pollution. Tree...
- Wed Aug 26, 2015 2:26 am
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 42976
Re: [MOD 0.12.x] Logistic Combinators
May I ask what your logistic combinator uses to connect to the logistics network? If it's a smart inserter, it has no inventory and won't show the logistics area. If it's a logistics chest, such as an active provider chest (with size set to 0), it should show the area... but it might not be able to ...
- Wed Aug 26, 2015 12:53 am
- Forum: Mods
- Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
- Replies: 24
- Views: 22561
Re: [MOD 0.12.x] SignPosts_0.1.0
This is exactly what the game needs! A way to mark things without dropping materials on the ground. Thank you so much, I'm gonna add it to my game right now!
- Wed Aug 26, 2015 12:47 am
- Forum: Mods
- Topic: [MOD 0.12.x] Manufacturing Units
- Replies: 22
- Views: 36391
Re: [MOD 0.12.x] Manufacturing Units
Okay, just to double check: If I want both the burner manufacturing unit and the steel manufacturing unit, do I have to download two files, or are they both included in the most recent file?
- Sat Aug 22, 2015 11:03 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 48623
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Now it should be noted that it certainly has loads of room for improvement then, but it would require a varying degree of change needed. If that's so, tell me please, what could be improved. This is an awesome mod for space efficiency, and really gives the player options for production. That said, ...
- Fri Aug 21, 2015 11:06 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SimpleTeleporters
- Replies: 81
- Views: 68667
Re: [0.12.X] SimpleTeleporters
can you make something to teleport items like enderchest (minecraft) or telebelt There is definitly a possibility.. Coming maybe after The GUI update. I don't think that's a good idea. Factorio alreday has all the logistics systems it needs, manual carry, Belts, Logistics Robots and Trains. But I t...
- Thu Aug 20, 2015 11:40 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Pollution detector
- Replies: 42
- Views: 50785
Re: [MOD 0.12.X] Pollution detector
I game the updated version a try today, and it works! Thank you. This is just what I needed to track pollution counts. I combine it with the Nixie Tubes mod to get a continuous readout, and then when pollution is high in a chunk, I have smart inserters put clean filters in the air filter machines ne...
- Thu Aug 20, 2015 11:32 pm
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 45355
Re: [0.12.x+] Greenhouses 0.1.0
I gave this mod a try in my latest map, and I like it. I wouldn't mind a way to speed up growth a bit, but on the other hand, it's making a very nice complement to Treefarm.
- Wed Aug 19, 2015 1:50 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Pollution detector
- Replies: 42
- Views: 50785
Re: [MOD 0.12.X] Pollution detector
This is a pretty cool mod. I'm using 0.12.3 with it, and it's working well. I will say I've had a problem: when I'm loading a saved level, the detectors lock up and display a single value instead of a continuous measurement. I have to remove and replace to get them working again, which also means re...
- Sat Aug 15, 2015 12:09 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Security Cameras
- Replies: 13
- Views: 27238
Re: [0.12.x] Security Cameras
Excellent concept! I'm downloading and hope to find it very useful in my game.
- Sun Jul 26, 2015 9:20 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 67107
Re: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Because during the day you'd have solar panels.Degraine wrote:That's actually a really awesome idea. Heck, why have it limited to just night-time operation?
- Sat Jul 18, 2015 5:25 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 225182
Re: Uranium Power
Awesome! I'm glad to see Uranium Power's alive. Still one of my favorite mods.
- Sat Jul 18, 2015 6:54 am
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 78345
Re: Friday Facts #88 - Combinators
Given combinators allow 'programming', how about including a 'Comment' field where we can place notes, to remind us of what we are actually doing? So, we can see the comment whilst 'programming' the cominator and see the comment in the tooltip of the combinator. Nothing worse than programs with no ...
- Tue Jun 02, 2015 1:20 am
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 78345
Re: Friday Facts #88 - Combinators
The color thing is a playability issue for some players. I think if you were to right and/or left click a stack of colored cables on terrain instead of entities, you could cycle their colors back and forth. So say you have a stack of green wires and you need red (or blue). Before crafting a whole lo...
- Sun May 31, 2015 5:53 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 225182
Re: Uranium Power
That's definitely it. Fluid heat in Factorio doesn't rely on fluid density or heat capacity, only on the speed of the machine that adds or removes heat and the value of heat-containing items. So fluids don't behave like fluids, in more than one way.
- Sun May 31, 2015 5:40 am
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 78345
Re: Friday Facts #88 - Combinators
I am quite happy calling these devices combinators. And I LOVE that they'll be in the game. Yay logic-driven production! It will be much easier to build a factory for the more complicated items now that I can specifically say "When this is done, do that" and so on. :) I do agree that an up...
- Thu Apr 16, 2015 10:55 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 225182
Re: Uranium Power
Those are awesome-looking models. Professional quality work.
- Thu Mar 19, 2015 2:38 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 212809
Re: [0.11.x] Uranium Power
That looks awesome so far! Looking forward to the update.
- Fri Mar 06, 2015 1:41 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 212809
Re: [0.11.x] Uranium Power
How would that work? I suppose it would have a GUI that lets you adjust settings, but if the pump only responds to a certain level of temperature, how would it know unless it were already passing fluid through?n9103 wrote:In order to be unique from Smart Circuits, perhaps a combined sensor/pump unit?