Search found 65 matches
- Fri May 01, 2020 5:32 pm
- Forum: Ideas and Suggestions
- Topic: [request]Multi-Layered Assembly Machines?
- Replies: 19
- Views: 10402
Re: [request]Multi-Layered Assembly Machines?
ah... here i am, 5 years later, still couldn't find anything like this. but one can hope, right?
- Sun Feb 23, 2020 1:09 pm
- Forum: Angels Mods
- Topic: [resolved]unable to barrel water
- Replies: 0
- Views: 1169
[resolved]unable to barrel water
Hi, i couldnt fint it anywhere else so here i am, i am trying to barrel water so i can craft light artillery ammos but i cannot barrel water. I even tried to place a pump to the other end in hopes to "suck out water through barreling pump" :D my mod-list.json is { "mods": [ { &qu...
- Mon Jan 01, 2018 2:06 pm
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 52127
Re: [MOD 0.16.x] BeltSorter 0.5.4
this error whenever i try to add an item to filter. mods i am using {"modInfo":{"name":"saved-cfan-mods","version":"0.0.0","factorio_version":null,"title":"Saved CFAN mods","author":["CFAN user"],&quo...
- Mon Sep 25, 2017 3:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 48411
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
one can still hope for an update right?
- Mon Sep 25, 2017 3:05 am
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 38920
Re: [Mod 0.11.x] Belt Blocker
is it possible for an update on this mod? This mod won't work anymore due to the changes in 0.12 belt physics. Sorry. Please read the last few posts before commenting on threads. necros are very annoying. understand and evaluate a comment before making a comment on it. the guy asked a perfectly val...
- Mon Sep 11, 2017 12:55 pm
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 97
- Views: 68681
Re: [MOD 0.13] Time Tools (& Clock Combinator)
ok, I understand what you mean now. :-) I do not know this old TimeButtons mod, but alas, I'm not playing nor modding factorio anymore. From now on, I just make the minimum to adapt my mods to new factorio versions. i see, at least thank you for your fast reply, i am quite happy with the workaround...
- Mon Sep 11, 2017 12:23 pm
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 97
- Views: 68681
Re: [MOD 0.13] Time Tools (& Clock Combinator)
yes, it's in the doc in page 1 of this thread : With the three last buttons, you can tweak the game speed : - click on "<" or ">" to decrease or increase game speed from /8 to x64. - click on the game speed button to directly revert to x1 normal speed, or to switch instant to la...
- Mon Sep 11, 2017 12:07 am
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 97
- Views: 68681
Re: [MOD 0.13] Time Tools (& Clock Combinator)
is it possible to (add if it is not already there) to increase speed up to 64x when crafting something manually and revert it back to normal (or previously set speed) when it is done? i haven't played factorio for years and , just came back and that was available for one of the mods which had not be...
- Sun Mar 06, 2016 3:58 am
- Forum: Mods
- Topic: [MOD 0.18.X] Pollution detector
- Replies: 42
- Views: 50538
Re: [MOD 0.12.X] Pollution detector
not working right now;
- Sat Aug 15, 2015 11:46 pm
- Forum: Mods
- Topic: [MOD 0.12] Happy Factorio
- Replies: 18
- Views: 39930
Re: [MOD 0.12] Happy Factorio
well at last! something to enhance graphics. nice idea. and downloading atm. but i dont think that base game looks bad. it is the idea of bleakness associated with industrialism. and you know factorio is what industrialism is :D yours (watching part 01 now) looks better but again i dont think vanill...
- Sat Aug 08, 2015 11:26 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 48411
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
i figured out something; for some recipe to work correctly i have to set it to double amount of the ingredients; i wanted it to craft speed module 2 so it normally requires; 30x Copper Cables 10x Electronic Circuits 1x Speed Module 1 1x Speed Module 2 But it simply stops if i set it to that. What i...
- Thu Aug 06, 2015 12:16 am
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 56918
Re: [0.12.x] Finite Water
awesome one. but i was guessing maybe add some ore generation to it? (i have no idea if it is possible) but i dont know some stones, or if we are lucky other ores "generate" occasionally from water?
- Thu Aug 06, 2015 12:12 am
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 36310
Re: [0.12.X] TimeButtons
Atom wrote:Yea thought something was not quite right. Now it should save/load the settings correctly again, when the game saves.
Thanks,
Atom
thank you so much, again and not just for your reply, but also for your fix, again
- Thu Aug 06, 2015 12:10 am
- Forum: Mods
- Topic: [0.12.x - TreeFarm - Addon] AlienPlant 0.1.4
- Replies: 7
- Views: 18901
Re: [0.12.x - TreeFarm - Addon] AlienPlant
Phe0n1x wrote:it works fine for me. Perhaps I'm not understanding completely. And I apologize for taking a while to answer, IRL happened this weekend.
don't even mention it your work alone is enough btw a new game fixed that problem:) so everything is fine
p.s. thanks for modules
- Mon Aug 03, 2015 11:09 pm
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 36310
Re: [0.12.X]TimeButtons
Thanks ares, i just uploaded a fix. Should be working now! Atom thanks for the effort :) i couldnt report this earlier but is it intended to reset menus and settings after loading/restarting game? i do not remember that on 0.11 but whenever i load the game on your update, it simply resets the mod a...
- Fri Jul 31, 2015 11:03 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 48411
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
i figured out something; for some recipe to work correctly i have to set it to double amount of the ingredients; i wanted it to craft speed module 2 so it normally requires; 30x Copper Cables 10x Electronic Circuits 1x Speed Module 1 1x Speed Module 2 But it simply stops if i set it to that. What i ...
- Fri Jul 31, 2015 1:01 am
- Forum: Mods
- Topic: [0.12.x - TreeFarm - Addon] AlienPlant 0.1.4
- Replies: 7
- Views: 18901
Re: [0.12.x - TreeFarm - Addon] AlienPlant
i am not sure but i think i am not the only one who activates the mod yet it is not available ingame as item?
- Tue Jul 28, 2015 5:39 pm
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 36310
Re: [0.12.X]TimeButtons
Yes. This is fu****g essential! I love this mod. Thank you so much for it. ^exactly this with more enthusiasm! edit: any way to show the menu (a command or something?) I have to take another look, i stopped updating the moment i saw it working 8-) I will update the first post when i have some chang...
- Tue Jul 28, 2015 1:30 pm
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 36310
Re: [0.12.X]TimeButtons
^exactly this with more enthusiasm!SKleen75 wrote:Yes. This is fu****g essential!
I love this mod.
Thank you so much for it.
edit: any way to show the menu (a command or something?)
- Sat Jul 25, 2015 6:10 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 114169
Re: [MOD 0.11.x] TimeButtons v0.2.1
gdfgdgdg wrote:please update
^dis