Search found 120 matches
- Tue Sep 13, 2016 2:42 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406960
Re: Development and Discussion
Thermal water is also used for catalysts, and catalyst processes are much more usefull then simple sorting. You're wrong - all catalysts can be crafted from mineral skudge not from thermal water - thermal water can be intermediate element for crafting mineral sludge Ahh ok, thats right, its just me...
- Tue Sep 13, 2016 11:15 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 225588
Re: Uranium Power
Its already done? Can i try your mod? Or is it just flowchart?ksi_01 wrote:Hello,
I badly know English.
Translation via Google.
I changed Your mod. Added some technological chains, and taken with other generating electricity.
View attached files.
If interested let us cooperate
- Tue Sep 13, 2016 10:13 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161631
Re: [0.14.x] Bob's Mods: General Discussion
There was originally going to be a "pipe to ground" aka, underground pipe coming out of the side of the pump going to ground in the blank space, but that would only fit the water bore, not the air pump, so they would need separate graphics. combine this with the fact that as I was sprite ...
- Tue Sep 13, 2016 9:06 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161631
Re: [0.14.x] Bob's Mods: General Discussion
I can try and do a renaming at some point. I wasn't going to try and resize them away from 2x2 though, they were originally 1x1, but it was awkward to try and connect the inserters to them properly, which is why I went with 2x2, it gives you the space to put 2 inserters end on, one feeding in, one ...
- Mon Sep 12, 2016 6:30 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406960
Re: Development and Discussion
Thermal water is also used for catalysts, and catalyst processes are much more usefull then simple sorting.
- Sat Sep 10, 2016 8:31 am
- Forum: Implemented Suggestions
- Topic: Hotkey+R to rotate counter-clockwise
- Replies: 9
- Views: 6707
Re: Hotkey+R to rotate counter-clockwise
I remapped rotate to a button on the side of my mouse. As this would be a keybinding I could map the button next to it to rotate back ^^ well you can write a program (or autohotkey script, or whatever language you know, autohotkey is very easy even if you dont know it, some mouses allow creating ma...
- Sat Sep 10, 2016 8:17 am
- Forum: Implemented Suggestions
- Topic: [0.13] Make inserter stack bonus individually configurable
- Replies: 111
- Views: 29097
Re: [0.13] Make inserter stack bonus individually configurable
Tbh, why do you need that (ok one use i know is "smart furnace design" but it was shown that it can be worked around)?
I really dont see any use of that....
I really dont see any use of that....
- Sat Sep 10, 2016 8:09 am
- Forum: Ideas and Suggestions
- Topic: Attack on Albert: Pressure gauges for the pipes
- Replies: 5
- Views: 2775
Re: Attack on Albert: Pressure gauges for the pipes
Actually this one is probably only hard on albert because it needs new Art and very little code (I boldly assume this). Pressure gauges on the pipe for the circuit network, I really needed this in a recent build of mine and ended up misusing a tank and several pumps. It would only be fair since the...
- Fri Sep 09, 2016 8:14 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 382628
Re: Combinators 101
Well looks interesting but seems to need more combinators. This will not work because i only insert remove from the first (left) warehouse and the others are only expansions. Maybe i will use it for train stations as suggested. Greetings steinio If you unload\load only from the first chest, isnt it...
- Fri Sep 09, 2016 6:23 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 382628
Re: Combinators 101
Nice, thank you. I hooked something up and the warehouses are nearly equal at everytime but the inserters are always active. That is because of stack inserter bonus + they work together. Just set them work if its >100 / <-100, it will be a little less equal, but they should stop work all the time. ...
- Fri Sep 09, 2016 5:39 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 382628
Re: Combinators 101
Yes Ok so the simpliest thing you can do is to multiply (using arithmetic combinator) contents of one of the warehouses by -1. Then if you connect wires from that combinator and from other non-multipied chest condition into inserters for 3 inserters is that item <0, and for other 3 is >0. Needs one...
- Fri Sep 09, 2016 5:28 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 382628
Re: Combinators 101
Hello, i tried some stuff with combinators and tested the latch from this thread which worked at the end. Now i have the following 'opportunity': 2 warehouses which should always stay equalized (as the inserter speed allows). So i thought about 3 inserters pointing in each direction and connect som...
- Tue Sep 06, 2016 10:54 am
- Forum: Ideas and Suggestions
- Topic: Biomes
- Replies: 14
- Views: 7738
Re: Biomes
Ill agree on that. Maybe not even for expansion but for a mod.hitzu wrote:I think these changes are too big for Factorio 1.0.
Although they are really good and could be made for an Expansion Pack in the future.
- Mon Sep 05, 2016 1:53 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 121806
Re: Railroad
naming trains and ability to read its name at the train station (and output circuit network signal on certain names) would be really nice.
- Mon Sep 05, 2016 1:21 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Effecient mining setup for robots
- Replies: 17
- Views: 64221
Re: Effecient mining setup for robots
I used robot mining in a (v12) base because of ease of building outposts, since everything is blueprintable. With belts you always have to do some custom wiring, with bots you can just make a mining blueprint with roboports, a station blueprint, plunk em down, and everything builds itself. What kin...
- Mon Sep 05, 2016 11:12 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406960
Re: Development and Discussion
Hello, are you planning to add some higher tier clarifier?
For now i find that using steam engine mk3 of bobs mods is faster than using clarifier.
Maybe some faster sink, so that its becomes more useful?
For now i find that using steam engine mk3 of bobs mods is faster than using clarifier.
Maybe some faster sink, so that its becomes more useful?
- Mon Sep 05, 2016 9:13 am
- Forum: Ideas and Suggestions
- Topic: Way to make screenshots
- Replies: 2
- Views: 638
Re: Way to make screenshots
If you are using Steam version, just use steam screenshot (f12 by default)
- Sat Sep 03, 2016 5:35 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161631
Re: [0.14.x] Bob's Mods: General Discussion
use cargo wagon for it?
- Fri Sep 02, 2016 8:16 pm
- Forum: Ideas and Suggestions
- Topic: Allow combinators connect to the logistic network
- Replies: 6
- Views: 1930
Re: Allow combinators connect to the logistic network
You forgot, that there is not THE logistic network. In fact it means the LOCAL logistic network. You can have more than one logistic network, as you can have more than one electric network. So if you want to connect to a logistic network if you are not in reach of that network you need to explain w...
- Fri Sep 02, 2016 11:23 am
- Forum: Ideas and Suggestions
- Topic: Allow combinators connect to the logistic network
- Replies: 6
- Views: 1930
Re: Allow combinators connect to the logistic network
Yes, i know that. But this addition will be a good "quality of life" addition (i wont need to wire anymore, i just can have blueprint for it set up). And this addition is 100% logical as all the units that are capable of working with signals (even a lamp!) already has it implemented. Why m...