WIth productivity example you could create infinite resource loop;
Putting a lot of modules around just for inserters also feels like a micromanagement chore, if its possible with blueprints maybe;
I would suggest a completely different thing for next tier inserters, but thats not for this topic.
Search found 47 matches
- Sun Apr 17, 2016 2:00 pm
- Forum: Ideas and Suggestions
- Topic: Moduls for inserters
- Replies: 1
- Views: 852
- Sat Apr 16, 2016 6:13 pm
- Forum: Ideas and Suggestions
- Topic: Release Blender Material Library for modding
- Replies: 7
- Views: 3292
Release Blender Material Library for modding
Why: 1) Would help modders create 3D objects fitting the vanilla world. 2) Would encourage modders to create their own 3D objects for entities. 3) Would encourage modders to share their creations, leading to joint modding efforts, all with the benefit of being streamlined texture wise. How: Release...
- Sat Apr 16, 2016 5:58 pm
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 45353
Re: [MOD 0.12.0+] Greenhouses 0.1.0
What do you mean by "greenhouse X 10 or the likes" ?EmperorZelos wrote:Would it be possible to add like greenhouse X 10 or the likes?
- Mon Apr 11, 2016 12:38 pm
- Forum: Mods
- Topic: [MOD 0.15] Greenhouse with modules 0.15.0
- Replies: 8
- Views: 8377
Re: [MOD 0.12.x] Greenhouse with modules 0.1.0
Did some more tests today, found out modules cant be put in module slots.
Working on fix.
edit: found the issue, 0.1.1 should be up in 20min
Fix: in the OP (viewtopic.php?f=93&t=23468&p=147353#p147194 0.1.1)
Working on fix.
edit: found the issue, 0.1.1 should be up in 20min
Fix: in the OP (viewtopic.php?f=93&t=23468&p=147353#p147194 0.1.1)
- Mon Apr 11, 2016 11:13 am
- Forum: Mods
- Topic: [MOD 0.15] Greenhouse with modules 0.15.0
- Replies: 8
- Views: 8377
Re: [MOD 0.12.x] Greenhouse with modules 0.1.0
reasoning: constant 100kW drain of greenhouse (even when not producing anything) was bothersome; that got removed, pollution was put in place to even things out; heavy energy usage and thus pollution is generated only when greenhouse is actively "growing wood" (there is a very minor energy...
- Mon Apr 11, 2016 2:39 am
- Forum: Mods
- Topic: [MOD 0.15] Greenhouse with modules 0.15.0
- Replies: 8
- Views: 8377
[MOD 0.15] Greenhouse with modules 0.15.0
Type: Mod Name: Greenhouses with modules Description: Modified version of Greenhouse (mod by SpeedDaemon in this thread: https://forums.factorio.com/viewtopic.php?f=93&t=13909) License: Creative Commons Attribution-ShareAlike 4.0 Version: 0.15.0 Release: 2017-06-07 Tested-With-Factorio-Version: ...
- Mon Apr 11, 2016 12:49 am
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 45353
Re: [MOD 0.12.0+] Greenhouses 0.1.0
Modified version of Greenhouse: greenhouse-with-modules: - removes constant energy drain + adds pollution (similar to assemblers) + adds Greenhouses with 2 and 4 module slots + added animations made by devilwarriors (and credit in mods info.json) + credit to original mod creator SpeedDaemon https://...