You are a saint!
I was missing this part of the game with your Nuclear Reactor mod back in .14.
Search found 33 matches
- Fri May 05, 2017 1:37 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Fuel
- Replies: 19
- Views: 17512
- Thu May 04, 2017 6:28 pm
- Forum: Mods
- Topic: [0.14.x] Nuclear Robots
- Replies: 4
- Views: 4622
Re: [0.14.x] Nuclear Robots
Updated to 0.15
Removed requirements for nuclear-reactors mod.
Made robots require only 1 fuel cell as it seems hard enough to get this item in vanilla .
I might make it where these things do 50% of the damage and radius as a nuclear missile but I want to hear some feedback before doing this.
Removed requirements for nuclear-reactors mod.
Made robots require only 1 fuel cell as it seems hard enough to get this item in vanilla .
I might make it where these things do 50% of the damage and radius as a nuclear missile but I want to hear some feedback before doing this.
- Fri Mar 17, 2017 5:43 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 319917
Re: [Mod 0.14] Logistic Train Network 0.9.8
This mod is the best thing since sliced bread. I was very disheartened when I kept failing trying to get SiggyBoy's contaminator creation for smart trains but your mod gave me hope :). I am at 200 trains working and things are moving amazingly well with only 30 fps. The only thing that has been irki...
- Thu Dec 08, 2016 9:06 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 121176
Re: [0.14] Reactors & Atomic Locomotives
Never knew managing power could get be so complicated and fun. This mode does it!
Is it possible to set the reactor to switch between breeder cycle and regular cycle depending on a combinator variable?
Is it possible to set the reactor to switch between breeder cycle and regular cycle depending on a combinator variable?
- Tue Nov 29, 2016 6:53 pm
- Forum: Mods
- Topic: [0.14.x] Nuclear Robots
- Replies: 4
- Views: 4622
[0.14.x] Nuclear Robots
Nuclear Robots URL: https://mods.factorio.com/mods/Malryn/NuclearRobots Designed to work with the Reactors mod by GotLag. This is a forked version of the Fusion Robots Mod by MindMix. Special thanks for letting me use his code. Description : With a modified Radioisotope thermoelectric generator (RT...
- Fri Oct 07, 2016 4:45 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195369
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Ah! you guys pointed me in a the right direction! It was all do to a mod (LateUpgrades) that allowed to increase the item count a inserter can grab. I was at 16 items at a time and that gradually unbalanced the count at the requester station till it past the -500 item mark I had set for requesting i...
- Thu Oct 06, 2016 4:53 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195369
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Well i hoped to avoid doing this but I am out of ideas... Would you mind checking out my basic set up and see what is causing my trains to just stop working after three cycles?
- Thu Sep 29, 2016 6:45 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195369
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Thanks!
Is there any limit on how many trains can be in the network? My guess is 10.
Is there any limit on how many trains can be in the network? My guess is 10.
- Thu Sep 29, 2016 1:22 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195369
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Good news! It started working but then i touched it again then it stopped working :lol: I didnt follow the rules and I added multiple provider and requester stations at once. It looks like my providers never got a number assigned to them so my train went to every provider station then went to the co...
- Tue Sep 27, 2016 4:40 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195369
Re: Smart dynamic train deliveries with combinator Magick [0.13]
The odd thing is i noticed the combinators at the top are not cycling through the resources to check. Yes, that's because the value "G=x" is missing as explained a few posts above in response to turkish25. Actually that is my mistake because it's missing from the blueprint (from https://f...
- Tue Sep 27, 2016 1:30 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195369
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Dumb question. What would be the reason a the depot train stations from your demo would not show "trainlines" when I load the blueprints to my game? I get stuck here as I cant find the rules to edit in "Save the train line in the SmartTrains UI. Set the rule "go to signal #"...
- Mon Sep 26, 2016 6:49 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195369
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Dumb question. What would be the reason a the depot train stations from your demo would not show "trainlines" when I load the blueprints to my game? I get stuck here as I cant find the rules to edit in "Save the train line in the SmartTrains UI. Set the rule "go to signal #"...
- Wed Sep 21, 2016 1:24 am
- Forum: Mods
- Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
- Replies: 70
- Views: 89130
Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)
I would love if you update to 0.14 please. For the time being change these variables in the info.json file to 0.14: { "name": "BigDrill", "version": "0.3.5", "title": "Bucket Wheel Excavator", "author": "Jorgen Re", &qu...
- Wed Jun 29, 2016 6:09 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 21681
Re: Game FPS at End game
Wow this Post really took off. I thought it was going to die considering the lack of etiquette at the start I want to point out that the post I made with regards to none of my CPUs were at 100% and that I had to be at resource limit which was why my game was slow and that Resource Monitor nor task m...
- Thu May 26, 2016 5:17 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 21681
Re: Game FPS at End game
Or goto suggestions ; WE WANT MULTITHREADING Careful you don't get hit by chairs and bottles thrown by the devs !!! Got it! We'll spawn threads and have them eat 100% of the cpu so it looks like it's using all of the computer's processor. Well the direction technology has gone in the last decade is...
- Wed May 25, 2016 8:53 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 21681
Re: Game FPS at End game
there will be another breakthrough that increases speed, just makes more sense to go out instead of up at the moment. :) Heck to the no. There is people out there. Just started to overclock my PC to see if I can get a boost in performance. Kind of wondering if steam engines / nuclear power mod woul...
- Wed May 25, 2016 8:38 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 21681
Re: Game FPS at End game
there will be another breakthrough that increases speed, just makes more sense to go out instead of up at the moment. :) Heck to the no. There is people out there. Just started to overclock my PC to see if I can get a boost in performance. Kind of wondering if steam engines / nuclear power mod woul...
- Wed May 25, 2016 1:31 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 21681
Re: Game FPS at End game
Or goto suggestions ; WE WANT MULTITHREADING Careful you don't get hit by chairs and bottles thrown by the devs !!! Got it! We'll spawn threads and have them eat 100% of the cpu so it looks like it's using all of the computer's processor. Well the direction technology has gone in the last decade is...
- Wed May 25, 2016 4:33 am
- Forum: Show your Creations
- Topic: Mega Train Drop Off Station
- Replies: 0
- Views: 2496
Mega Train Drop Off Station
Station with 10 Ore drop off station with plenty of buffer for ores and bottleneck for trains. This station can have up to 30 trains without issue. Has auto sorting already set up so a train can be carrying assorted cargo. The sorters will place them all on the correct belts. This station set up was...
- Wed May 25, 2016 3:55 am
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 21681
Re: Game FPS at End game
Well I guess I need to find some kind of data that shows this to be the case before I go out and upgrade my system but is there any way for me to have a high output factory without having this lag? Can I spread the factories out or anything? Like placing all smelting operations on the other side of ...