Nice mod, thanks!
The power poles don't get added to blueprints though. Otherwise it's neat. Now I can produce while I sleep without filling all my storage chests with one item...
Search found 2126 matches
- Fri Apr 29, 2016 2:08 am
- Forum: Mods
- Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
- Replies: 93
- Views: 93630
- Fri Apr 29, 2016 1:33 am
- Forum: Mods
- Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
- Replies: 42
- Views: 75348
Re: [MOD 0.12.0] Fluid Barrel (1.0.0)
Thank you for this mod. Pipes are fun and efficient, but I don't want to use them all the time. With this I can use pipes within blueprints but have fluids for in barrels shipped by robots before my base design is complete to connect the factories. Another mod promised barrelels for all liquids, eve...
- Thu Apr 28, 2016 3:24 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 325376
Re: [MOD 0.12.20] Orbital Ion Cannon
I love this mod. It is great for a little late game fun. One addition that might be fun. A radar targeting facility. Once constructed, orbital ion cannons could be placed in automatic mode. In automatic mode, they will automatically target any biter spawners in active radar range. Note that they wi...
- Mon Apr 25, 2016 11:10 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 319092
Re: MOD [0.12+] Bio-Farm 1.1.0 - Tree Farming Mod
I was using the barrel. You deleted it just because you don't use it? :shock: :o If you didn't like using up steel then you should make it possible to empty the barrel instead of using it up in a recipe. :roll: . Why don't you use pipes instead? If you have too many iron/steel then you could send i...
- Mon Apr 25, 2016 10:45 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 90667
Re: [MOD 0.12.x] Flow Control v1.1.1
Thanks, this is a good mod. There are other similar mods, but I find this one superior. I try to avoid relying one the rotatable pipes in my thoroughly planned sections because sometimes I want the extra challenge or want that part of the factory to work even without the mod. But sometimes you just ...
- Mon Apr 25, 2016 9:54 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 319092
Re: MOD [0.12+] Bio-Farm 1.1.0 - Tree Farming Mod
I was using the barrel. You deleted it just because you don't use it?
If you didn't like using up steel then you should make it possible to empty the barrel instead of using it up in a recipe.
If you didn't like using up steel then you should make it possible to empty the barrel instead of using it up in a recipe.
- Sat Apr 23, 2016 11:08 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 319092
Re: MOD [0.12+] Bio-Farm 1.0.0 - Tree Farming Mod
The cokery can't be a part of blueprints. Also it's very slow so you need a huge amount of them if you want to get lots of coal and use up your wood. I don't think a nerf is really needed, haven't calculated space needed for x coal per second yet though.
- Sat Apr 23, 2016 3:50 pm
- Forum: Mods
- Topic: [MOD 0.13.x] True Long Reach
- Replies: 20
- Views: 14233
Re: [MOD 0.12.x] True Long Reach
I wasn't aware it had qonfigs. So it can do the same thing, huh? I shall read more carefully next time...sporefreak wrote:The original needs a config to change these things. really people MORE CONFIGS
- Sat Apr 23, 2016 1:28 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65557
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Why do the panels and accumulators scale so badly? like 1 mk3 pannel is wasting 540kw since it takes 25 panels to make. The only thing vanila panels require is space, which in free mode is unlimited. I'd like to have a more correctly scaled version of the mod. :P While XyLe's next version will have...
- Sat Apr 23, 2016 1:18 pm
- Forum: Mods
- Topic: [MOD 0.12.30] Automatic Belt Planner (old version archive)
- Replies: 33
- Views: 18220
Re: [MOD 0.12.30] Automatic Belt Planner v0.4.0
You removed blueprints from recipes and solved the hangups now? Nice! I'll try it out again. It's weird that the planner is used up in the process though.
- Sat Apr 23, 2016 12:46 pm
- Forum: Mods
- Topic: [MOD 0.13.x] True Long Reach
- Replies: 20
- Views: 14233
Re: [MOD 0.12.x] True Long Reach
All the good from the original and none of the bad, sounds great to me. Thanks.
- Sat Apr 23, 2016 10:18 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 88308
Re: [MOD 12.11+] Train Outposts
In that case, you may want to go with the normal size. Patches will grow with distance and you will find lucrative (=big) ones that will make you use a train. Also (and this is intentional and indicated), the resource settings do not work as in vanilla. I believe they work the way you would guess f...
- Sat Apr 23, 2016 10:01 am
- Forum: Mods
- Topic: [MOD 0.12.X] Ore processing & complex material processing
- Replies: 28
- Views: 15887
Re: [MOD 0.12.X] Ore processing & complex material processing
I didn't notice that you had updated the mod since you didn't post about it. I'll try it out when I get time. Hope my merge with your new version goes smoothly. Still haven't fixed stone and coal yet though so I can't release... but eventually :) Is your version something like this? - https://forum...
- Sat Apr 23, 2016 12:17 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 88308
Re: [MOD 12.11+] Train Outposts
First of all, thank you for the feedback. Some of the things you mention (load times, mod support, no resetting of resources at runtime) have been called out before and are on the list to be fixed for the next version. What I do not understand, however, is that you complain about resource patches t...
- Fri Apr 22, 2016 10:58 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Ore processing & complex material processing
- Replies: 28
- Views: 15887
Re: [MOD 0.12.X] Ore processing & complex material processing
I didn't notice that you had updated the mod since you didn't post about it. I'll try it out when I get time. Hope my merge with your new version goes smoothly. Still haven't fixed stone and coal yet though so I can't release... but eventually
- Fri Apr 22, 2016 10:52 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65557
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Steam boiler mk2 uses more pipes and a steel furnace. Steam engine mk2 uses engines. I kinda like the recipes. It's 4 times the power compared to basic versions. So is the boilers mk2 still 50% efficient But scaled up to use and produce 4 times as much power? The limits on how much water you can pu...
- Fri Apr 22, 2016 10:43 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65557
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
The mod isn't called "electric producers or transmitters" though. It's about extended electricity. So you have comitted to not mod burner insterters, non-electric furnaces, belts and gun turrets? I'm just saying that for "Electricity" to mean something to the people who read the...
- Fri Apr 22, 2016 11:12 am
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65557
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
I'll make a config file which will allow you to turn advanced beacons and advanced furnaces off. Ok? Sounds good enough. Oh really? Did you know that productivity oriented factories actually spend 10 times more power on beacons than they spend on any other power consumers? When i play factorio beac...
- Fri Apr 22, 2016 8:52 am
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65557
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Beacons do not fit into an electricity oriented mod. If I wanted more of those I would click something else before I search for "electricity". Steam engines and boilers fit into the electricity theme though. Also if you go outside your electric theme you will start to have collisions with ...
- Fri Apr 22, 2016 8:40 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 288814
Re: [MOD 0.12.29] Robot Soldiers. 0.1.3 squads hunt!
Trying to deploy robot soldiers with a droid assembler: Error while running the event handler: __robotarmy__/prototypes/Squad.lua:41: attempt to index local 'newsquad' (a nil value) Robot soldiers 0.1.3 Factorio 0.12.29 My guess: So essentially you can only spawn soldiers after you have already spaw...