Search found 66 matches

by Zeeth_Kyrah
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.
by Zeeth_Kyrah
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...
by Zeeth_Kyrah
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 ...
by Zeeth_Kyrah
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! :D
by Zeeth_Kyrah
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?
by Zeeth_Kyrah
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, ...
by Zeeth_Kyrah
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...
by Zeeth_Kyrah
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...
by Zeeth_Kyrah
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.
by Zeeth_Kyrah
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...
by Zeeth_Kyrah
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.
by Zeeth_Kyrah
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

Degraine wrote:That's actually a really awesome idea. Heck, why have it limited to just night-time operation?
Because during the day you'd have solar panels.
by Zeeth_Kyrah
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. :)
by Zeeth_Kyrah
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 ...
by Zeeth_Kyrah
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...
by Zeeth_Kyrah
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.
by Zeeth_Kyrah
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...
by Zeeth_Kyrah
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. :)
by Zeeth_Kyrah
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.
by Zeeth_Kyrah
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

n9103 wrote:In order to be unique from Smart Circuits, perhaps a combined sensor/pump unit?
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?

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