Search found 52 matches
- Sun May 11, 2014 12:10 am
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 115321
Re: [MOD 0.9.x] TimeButtons v0.0.8
hi, i just had an idea to add as a feature for your mod, but it feels rather complicated, well here it is anyway: what about if your mod could speed things up trying to match my system to a cap performance, i mean, if your computer can't handle 20x without stuttering and freezing every second of 20x...
- Sat May 10, 2014 11:54 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 52816
Re: [MOD 0.9.x] Telelogistics v0.1.3
Yes it is X... Calculation of the power* values for each teleinserter use this formula: For mk1: value in table = (10^(X/50))*44000 For mk2: value in table = (10^(X/49,5))*50000 For mk3: value in table = (10^(X/49))*56000 For mk4: value in table = (10^(X/48,5))*62000 where X is variable from 1 to 1...
- Sat May 10, 2014 12:33 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 52816
Re: [MOD 0.9.x] Telelogistics v0.1.3
My apologise filippe but I have no idea what are you talking about, could you describe it little more. I think what he'd like is for you to separate the power formulas into a different file so that he can modify them easily...though I don't think it's really necessary since the entitie.lua file is ...
- Fri May 09, 2014 12:19 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 332640
Re: [MOD 0.9.8] Treefarm v1.0.1
Ok, just uploaded an update in which this bug is fixed. This versions also introduces a research to increase the working speed of the hydroculture. Each tier (10 at all) enables a new recipe which is 10% faster than the previous one. Enjoy! Thanks for the bugfix, i just unlocked the hydroculture on...
- Fri May 09, 2014 1:15 am
- Forum: Balancing
- Topic: Belts And Underground Belts
- Replies: 8
- Views: 16421
Re: Underground Belts
I agree to this balanicng issue and is less cheaty than potentially unlimited range for ground transport systems.
- Fri May 09, 2014 1:13 am
- Forum: Mods
- Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
- Replies: 71
- Views: 41282
Re: [MOD] 0.9.X]Red Alert Harvester V0.0.2
This mod is awesome!, but as a balancing issue can you make it so that biters try to hit the harvester first? also does it have an AI or is it a drivable unit?
- Fri May 09, 2014 1:03 am
- Forum: Mods
- Topic: [0.9.8] wide&near inserters
- Replies: 2
- Views: 4906
Re: [0.9.8] wide&near inserters
What's the difference of these inserters and normal ones? and the differences between the wide and near ones added by your mod?
- Thu May 08, 2014 8:20 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 52816
Re: [MOD 0.9.x] Telelogistics v0.1.3
What about a config file to setup the energy requirement for teleporting over distance but still be limited to 256 blocks? that way you can be your own judge
- Thu May 08, 2014 7:12 pm
- Forum: Spread the Word
- Topic: Sips has covered Factorio!
- Replies: 1
- Views: 5448
Sips has covered Factorio!
He just uploaded this: https://www.youtube.com/watch?v=CBh3Fn_25OQ
What Kovarex think about this? isn't it awesome to have such abig youtuber covering your game?!
What Kovarex think about this? isn't it awesome to have such abig youtuber covering your game?!
- Thu May 08, 2014 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Disassembly Machine/disposing items/Incinerator/Recyling
- Replies: 33
- Views: 15451
Disassembly Machine/disposing items/Incinerator/Recyling
Hello fellow colonizers So have you ever found yourself in a situation where you've made too much of a certain product and you wish you could undo the process to get the steel back? well just recently i've filled a steel chest with solar panels while i was routing a secondary steel production line t...
- Thu May 08, 2014 12:45 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 175089
Re: [MOD 0.9.X] MoMods
I'm a programmer, not a artist. Ill see about making a texture for the wind turbine when i get some free time. oh okay then, no problem, it's just that on the screenshot the wind turbines looked different so i assumed i did something wrong when installing the mod, thanks a lot, i've already retaske...
- Thu May 08, 2014 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12726
Re: Solar boiler?
you could have an electric boiler that could be feed by a specialized solar/accumulator power. that way you're not generating pollution from power generation
- Wed May 07, 2014 5:14 pm
- Forum: Implemented Suggestions
- Topic: What about renaming Train Stations / Labs ?
- Replies: 8
- Views: 2906
Re: What about renaming Train Stations / Labs ?
where's their to-do list?
- Wed May 07, 2014 5:07 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic Range and Cost for underground transport
- Replies: 8
- Views: 3744
Re: Dynamic Range and Cost for underground transport
I suppose that, to the person who designed it, it will still be understandable with longer belts. No way, its all moving and dizzy so I end up forgetting what goes where in less than 5 min. :lol: About length: I am fine with current one since it allows 2 belts simultaneously underground in same are...
- Wed May 07, 2014 12:30 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 175089
Re: [MOD 0.9.X] MoMods
Is it just me on MoPower, the texture for the wind turbine is dentical to the accumulator?
- Tue May 06, 2014 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Additions to the train system.
- Replies: 33
- Views: 17711
Re: Additions to the train system.
I would like to add that trains should have an option that forces then to stay on a station until their job there is done, for example when you send your train to load you want him to stay until all cargo wagons or just one, is full, you should be able to set that as an option rather than a raw time...
- Tue May 06, 2014 12:51 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Router
- Replies: 52
- Views: 18665
Re: Conveyor Belt Router
What are the stance of the game developers about the belt-to-ground and splitter trick?
- Tue May 06, 2014 12:46 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic Range and Cost for underground transport
- Replies: 8
- Views: 3744
Dynamic Range and Cost for underground transport
Hello fellow colonizers; So, i had an idea to improve the current system of underground transport belts to something more useful. Don't you find annoying when you're building a long line of pipe-to-ground system that you have to resurface the pipe every 10 blocks? wouldn't just be better to simply b...
- Tue May 06, 2014 12:34 pm
- Forum: Implemented Suggestions
- Topic: What about renaming Train Stations / Labs ?
- Replies: 8
- Views: 2906
Re: What about renaming Train Stations / Labs ?
I support his idea, the reference to the forum users is nice and all, but it should be optional to train stations, it's hard to keep track of what station is your unloading bay, it would be better if you could simply rename the station"Base" or "Unloading 01" something more deduc...
- Tue May 06, 2014 12:31 pm
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12726
Re: Solar boiler?
A solar boiler wouldn't make the game winnable without pollution, because the steam engine will still continue to pollute the area. Ergo, it wouldn't be as effective as you think it would. It's still a nice thought though, not having to build a coal feeding line around your boilers and have the sun...