Search found 249 matches
- Wed Feb 14, 2018 4:23 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106482
Re: [MOD 0.16] Bulk Rail Loaders
thanks for the answer. edit: reading, thinking, and reading again helps :-) hehe, years ago, we used to call that RTFM (read the fine manual), but i haven't heard that expresion for quite some time now. ... ice ore, dark uranium, other kinds of fuel (cut wood, cellulose, charcoal, etc) :-) ... Ice O...
- Wed Feb 14, 2018 2:25 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Concreted Rail Tracks
- Replies: 40
- Views: 42032
Re: [MOD 0.12.11+] Concreted Rail Tracks
Hmm seems you missed a converting tool? There are four tools: - one for removing gravel - one for removing sleepers - one to remnantify rails - one to reconvert to vanilla rails yes, i did, i only found three tools since i installed the mod a while ago but only enabled it recently, and that missing...
- Tue Feb 13, 2018 8:28 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 319478
Re: MOD [ 0.16.x] Bio-Industries 2.1.0
>> That's why I want to give the trees a much longer grow time, but everyone was complaining that Bob's grows much faster... if something is more complicated and slower, lots of people won't use it. if it can be selfsustained (produces more wood than is used to feed the boilers to get enough power f...
- Tue Feb 13, 2018 8:01 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Concreted Rail Tracks
- Replies: 40
- Views: 42032
Re: [MOD 0.16.x] Concreted Rail Tracks
Now i changed to Naked rails, because it seemlessly changes the rails with every floor tile and i would recommend it more as this mod. really ? RRcrossing.PNG the naked rails look nice on most floors, but especially when crossing roads or other pathways, i wouldn't want to be a car's tires :-) that...
- Tue Feb 13, 2018 12:00 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Concreted Rail Tracks
- Replies: 40
- Views: 42032
Re: [MOD 0.12.11+] Concreted Rail Tracks
Still pushing further despite the new concrete design *sigh* https://mods.factorio.com/mod/concreted-rails nice that this mod is still usable after so many years :-) "invisible" instead or in addition to concreted rails? three years ago, someone already had asked whether there might be an...
- Sun Feb 11, 2018 7:49 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106482
Re: [MOD 0.16] Bulk Rail Loaders
I'm writing this, having just installed (but not yet used) this mod : The ore-only restriction is implemented with hidden stack filter inserters under the covers. ... Setting the mod to "any" uses stack inserters instead of stack filter inserters, which obviously can't be limited to only p...
- Sat Feb 10, 2018 11:39 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 131205
Re: [MOD 0.14] Alien Biomes
I would like to remove Extra Floors but when i do, i cannot load the save anymore becaure the tiles id go above 255. How can it be that i go above 255 when i remove tiles ? :? ... Yeah that's weird. I think when it does the tile migration phase Factorio tries to load all new and old tiles somehow? ...
- Thu Feb 08, 2018 7:28 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 219554
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox
Look, ma, I'm famous https://www.youtube.com/watch?v=XDn8Zu166oU (earlier version) grats ! you deserved it, and the way you have implemented compression (doing 20% of stacksize)! to most easily compress 2 blue belts or 3 red belts to half a yellow belt, stacks of 6 items (instead of 5 items) would ...
- Wed Jan 31, 2018 6:22 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 131205
Re: [MOD 0.14] Alien Biomes
using Alien Biomes 0.3.7 and (Alien Biomes HR 0.3.1), i just found different behavior depending on whether the HR textures are enabled or not. when i tried last week with older versions, missing tiles crashed some other mods. thus i started a new map for some tests with no mods at all, and came back...
- Sat Jan 13, 2018 7:59 am
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 51400
Re: Version 0.16.16
TL;DR please first (or at the same time) give alternatives and then fix/change something, instead of first fixing the overheating problem without inventing a keyboard with control keys. Honestly, to all those who want the unintuitive black magic powered splitters : https://xkcd.com/1172/ Hah this i...
- Fri Dec 29, 2017 5:40 am
- Forum: Mods
- Topic: [MOD 0.15] Point and Craft
- Replies: 4
- Views: 2556
Re: [MOD 0.15] Point and Craft
Adds ability to craft item that is currently selected by the mouse. ALT + Left click - craft one of the item. ALT + Right click - craft 5 of the items. Since ALT is used for Show Info, I suggest rebinding Show info to another key before using this. nice utility ! in 0.13 or 0.14, i used a similar m...
- Fri Dec 29, 2017 4:45 am
- Forum: Duplicates
- Topic: [0.16.7] Inserter can't take used up cells from burnt_result_inventory
- Replies: 5
- Views: 3447
Re: [0.16.7] Inserter can't take used up cells from burnt_result_inventory
They can only ever extract items from 1 inventory which means you simply can't use the burnt-result system with any entity that produces items otherwise. question from a non-modder : there are several machines which produce more than one type of output. does this mean that all those types are in se...
- Sat Dec 16, 2017 9:44 am
- Forum: General discussion
- Topic: Xterminator Youtube acc Terminated? Now Restored
- Replies: 12
- Views: 4199
Re: Now KoS Youtube acc Terminated? Now Restored!
... KoS youtube account seems to be infected with the same problem ?!? ... and SHE'S BACK ... luckily, it didn't take as long as for Xterminator but of course, all her videos need to be reprocessed for thumbnails and better resolutions, which will probably take aother day until we can watch again w...
- Sat Dec 16, 2017 8:57 am
- Forum: General discussion
- Topic: Xterminator Youtube acc Terminated? Now Restored
- Replies: 12
- Views: 4199
Re: Now KoS Youtube acc Terminated!
just noticed : Xterminator did a cooperation with KoS, and now her youtube account seems to be infected with the same problem ?!? Dieses Konto wurde aufgrund wiederholter oder schwerwiegender Verstöße gegen die YouTube-Richtlinien zur Bekämpfung von Spam sowie irreführender Praktiken und Inhalte ode...
- Tue Jun 13, 2017 8:46 am
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 56964
Re: Combinator mesuring belt throughput
almost the same as in the last post, but with additional display, last-minute-display, etc, here are screens and blueprints of the throughput counter that i use since quite some time. i got some ideas for it from lots of posts and videos, but then created this myself from scratch ... the advantage o...
- Tue Jun 13, 2017 7:07 am
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 56964
Re: Combinator mesuring belt throughput
Increment a signal when an item goes through the in and decrement it when it goes through the out. Put a transport belts which can stop itself before the "out" belt. If the signal is larger than a number, stop the belt because too many items are coming through. i think this won't work lik...
- Sat Apr 29, 2017 11:51 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 212510
Re: ModMyFactory - mod manager and more
i had written this answer with more detailed examples to avoid confusion and misunderstandings, but lost the text when sending it :-( thus here it is again with less details. i hope it will still be clear enough to understand correctly: don't delete updated mods when it is a different main version o...
- Sat Apr 29, 2017 2:48 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 212510
Re: ModMyFactory - mod manager and more
I have planned to add some way to download all your mods for a newer Factorio version without deleting the old mods but I have not yet found a good way to do it. after not being able to access the mod portal during the last week, I finally was just able to access the portal and update a huge amount...
- Sat Mar 18, 2017 10:11 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 289877
Re: [Mod 0.14] Logistic Train Network 0.9.8
Sorry, making stackers in front of depots useful is not a step towards adding a conditional refueling stop. I do NOT want conditional refueling. I explicitly said that. I only want a train stop after delivering all items and before trains wait at a depot so that they are cleaned up and refueled as ...
- Fri Mar 17, 2017 4:23 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 289877
Re: [Mod 0.14] Logistic Train Network 0.9.3
my thoughts about several other posts : [quote="Optera"]rambling my unfiltered thoughts about potential scenario: ...[/quote] the scenario I'm thinking of would mostly be high throughput stations where the time for trains to enter and leave is bigger than the loading/unloading time itself,...