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by Rseding91
Tue Jul 15, 2014 10:41 pm
Forum: Mods
Topic: ABANDONED [MOD 0.11.x] Heavy Chests - a portable chest
Replies: 1
Views: 4398

ABANDONED [MOD 0.11.x] Heavy Chests - a portable chest

EDIT: I'm abandoning this mod in favor of my "Larger Inventory" mod. The original idea of this mod was a inventory extension but since I found out it's possible to just increase the inventory size I did that. I don't know if this mod still works but I have no plans to maintain it going for...
by Rseding91
Tue Jul 15, 2014 7:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 92928

Re: [MOD 0.10.x] Compression Chests: virtually unlimited sto

Can you maybe add something like the disc drive from applied energistics (Minecraft Mod)? To what end goal? The disk drive from the AE mod just stored contents on disks you could move around. Are you looking for a chest that you can move around contents and all? Because I have that :P just haven't ...
by Rseding91
Tue Jul 15, 2014 5:42 pm
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 92928

Re: [MOD 0.10.x] Compression Chests: virtually unlimited sto

Neotix wrote:It's like Quantum Chest from GregTech's mod for Minecraft. Really great mod.
That was the general concept :)
by Rseding91
Tue Jul 15, 2014 4:55 am
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 92928

Re: [MOD 0.10.x] Compression Chests: virtually unlimited sto

buder5 wrote:can have little tutorial ? i got confused

Place a compression chest and a compression power pole within range of each other (2 blocks maximum distance of empty space).

Power the Power pole.

Dump items into the chest.
by Rseding91
Tue Jul 15, 2014 12:44 am
Forum: Mods
Topic: [0.9.x] Landfill (1.1)
Replies: 52
Views: 39329

Re: [0.9.x] Landfill (1.1)

Turtle wrote:
Rahjital wrote:That's supposed to happen automatically when tiles are changed, so this must be a Factorio bug.
Oh well, at least it's fixed if you scan with radar... so I just put a couple and let them scan the "new land."
You can also just place and mine anything to update the minimap.
by Rseding91
Mon Jul 14, 2014 11:02 pm
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 92928

[MOD 0.12.x] Compression Chests: virtually unlimited storage

This mod adds a new chest: the Compression Chest. Images: http://imgur.com/a/LozhP Any comments/questions - feel free to post. I love to hear any feedback (good or bad) :) Information: Stores a virtually unlimited number of one item type Chest only has one slot Takes power to insert and remove items...
by Rseding91
Wed Jul 09, 2014 4:35 pm
Forum: Mods
Topic: [0.9.x] Landfill (1.1)
Replies: 52
Views: 39329

Re: [0.9.x] Landfill (1.1)

Still missing half the mod. Oky you can fill water, but when would it be possible to dig for water ? In fact that's the thing i miss the most. I know this break the game, but would be really nice, maybe you can make it cost a lot ? I could make a separate mod that lets you dig out land for those wh...
by Rseding91
Wed Jul 09, 2014 6:40 am
Forum: Mods
Topic: [0.9.x] Landfill (1.1)
Replies: 52
Views: 39329

Re: [0.9.x] Landfill (1.1)

I updated Landfill to 0.10.2: Fixed: crashing when mousing landfills over walls Added: Bigger landfill Added: Water-be-gone The Bigger landfill is 4 times the size of the standard landfill and crafts with 4 of the standard landfills. The Water-be-gone will attempt to flood-fill a body of water it's ...
by Rseding91
Wed Jul 09, 2014 3:29 am
Forum: Mods
Topic: [MOD 0.12.X] Explosive Termites 1.1.7: extreme deforestation
Replies: 25
Views: 42638

[MOD 0.12.X] Explosive Termites 1.1.7: extreme deforestation

This mod adds two new items: Explosive Termites and Alien Explosive Termites For when you don't want trees and you don't want trees anywhere near you - simply throw them at the nearest forest like any capsule and watch the trees go away :) http://i.imgur.com/zK4woQV.png Video Current version: v1.1.7...
by Rseding91
Mon Jul 07, 2014 2:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.2][kovarex] Chunk generation + my mod slows the game
Replies: 1
Views: 1051

[0.10.2][kovarex] Chunk generation + my mod slows the game

I originally posted this in Mod Help but after further thought I believe it's a bug so I'm posting it here. Using: Factorio 10.2 x64 - note this doesn't seem to happen on 0.9.8 x64 which is what makes me believe it's a bug. Mod: https://www.dropbox.com/s/ep4dae8r6wgjct0/Water%20Tracking.zip I'm atte...
by Rseding91
Mon Jul 07, 2014 2:11 pm
Forum: Modding help
Topic: Game performace drops with chunks explored + my mod [10.2]
Replies: 4
Views: 1992

Re: Game performace drops with chunks explored + my mod [10.

How much data are you storing? I've only taken a quick look at the mod and its complex code, but it appears you are storing enormous amount of data, including all the water tiles generated. If that's really what you do, you should try to reduce the amount of stored data as much as possible, very hi...
by Rseding91
Mon Jul 07, 2014 12:30 am
Forum: Mods
Topic: [0.9.x] Landfill (1.1)
Replies: 52
Views: 39329

Re: [0.9.x] Landfill (1.1)

The crash issue is caused from the landfill entity using the "wall" type. When you mouse over an existing wall with the entity it tries to draw the 2 images merged and crashes. This can be fixed by changing the landfill entity type to a decoration since it's deleted on-placement. true! wa...
by Rseding91
Mon Jul 07, 2014 12:27 am
Forum: Modding help
Topic: Game performace drops with chunks explored + my mod [10.2]
Replies: 4
Views: 1992

Game performace drops with chunks explored + my mod [10.2]

Using: Factorio 10.2 - note this doesn't seem to happen on 0.9.8 I'm attempting to track all water bodies generated in the world by chunk and link them if they connect. Right now the mod does that but I'm having a strange issue where the game's performance drops off quickly with the more chunks expl...
by Rseding91
Thu Jul 03, 2014 7:13 am
Forum: Mods
Topic: [0.9.x] Landfill (1.1)
Replies: 52
Views: 39329

Re: [0.9.x] Landfill (1.1)

The crash issue is caused from the landfill entity using the "wall" type. When you mouse over an existing wall with the entity it tries to draw the 2 images merged and crashes.

This can be fixed by changing the landfill entity type to a decoration since it's deleted on-placement.
by Rseding91
Wed Jun 11, 2014 5:53 pm
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 93310

Re: Bug Reports

I can mine and place the field. But why needs the field a requester chest? And why is the field consuming and deploing Logistic Robots and giving me the robots not back? (I lost arround 100 robots with that bug, not hard for me, but maybe for other guys.) The mk2 farms are not working correctly for...
by Rseding91
Wed Jun 11, 2014 5:52 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330132

Re: [MOD 0.10.0] Treefarm v1.1.3

SuperSandro2000 wrote: Post in Bug Reports.
Will do.

drs9999 wrote:
In the howTo-Thread drs9999 wrote: So, not a bug...
It currently does the opposite - it only begins harvesting after the chest is half full and doesn't stop until you remove the wood from the chest (below the half full point).
by Rseding91
Wed Jun 11, 2014 5:26 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330132

Re: [MOD 0.10.0] Treefarm v1.1.2

There's a bug with the harvesting code - it won't mark trees for deconstruction until you fill the storage to at least half of the requested amount. I traced the bug to line 477 of the control.lua file: "if (requestStack ~= nil) and (woodCount <= (requestStack.count / 2)) then". It should ...

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