Search found 131 matches

by MrDrummer
Thu Jul 28, 2016 11:54 am
Forum: Releases
Topic: Version 0.13.11
Replies: 26
Views: 24693

Re: Version 0.13.11

Am i the only one who can not download or update any mods? :(
by MrDrummer
Sat Apr 23, 2016 2:30 am
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 32644

Re: Friday Facts #135 - Getting Organized

4 hours later and the issue is still not resolved. to reiterate what Marchombre said, could someone post a link/upload of the screenshot/gif please? :)
by MrDrummer
Thu Apr 21, 2016 7:51 pm
Forum: Show your Creations
Topic: Research-Factory
Replies: 1
Views: 2193

Re: Research-Factory

Nice build! I especially like how you don't put any gears or copper wire onto belts, as from past experience, this can be the limiting factor to efficient set-ups. I tend to go for a one copper wire -> one circuit -> red circuit <- copper wire for each tile, and then just have pure quantity over vol...
by MrDrummer
Thu Apr 21, 2016 2:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Diesel Fuel 0.0.4
Replies: 25
Views: 23972

Re: [MOD 0.12.x] Diesel Fuel 0.0.4

The idea of diesel barrel is so that you can transfer from liquid to "solid" form easily - like crude oil barrel into liquid. If you are saying to make a recipe from diesel liquid into cubes (as the actual fuel source, rather than the barrels), that is possible, but I have not got my head ...
by MrDrummer
Wed Apr 20, 2016 12:05 pm
Forum: Mods
Topic: [MOD 0.12.x] Diesel Fuel 0.0.4
Replies: 25
Views: 23972

Re: [MOD 0.12.x] Diesel Fuel 0.0.3

Sweet! I was about to upload this to spaceDock, so i'll quickly change this for 0.0.4!
by MrDrummer
Tue Apr 19, 2016 2:01 am
Forum: Mods
Topic: [MOD 0.12.x] Diesel Fuel 0.0.4
Replies: 25
Views: 23972

Re: [MOD 0.12.x] Diesel Fuel 0.0.3

When I update this mod (soonTm), I shall add it to SpaceDock , to try and encourage those from KSP to look into Factorio. (for those who somehow have not heard of Factorio!) Perhaps is y'all could follow it when I release it, that may increase the likelihood of said players (as well as help out this...
by MrDrummer
Mon Apr 18, 2016 11:49 am
Forum: Mods
Topic: [MOD 0.12.x] Diesel Fuel 0.0.4
Replies: 25
Views: 23972

Re: [MOD 0.12.x] Diesel Fuel 0.0.3

Wow! Thanks! :)

They look a lot more crisp in colour! Really makes a difference.

I'll update the mod later today (if I remember)



On a side note, what do you think of this mod? I am unsure as to how unbalanced this mod is, so feedback is welcome :)
by MrDrummer
Thu Mar 10, 2016 7:15 pm
Forum: Mods
Topic: [MOD 0.12.x] Extra Tool Belts 0.1.0
Replies: 25
Views: 31779

Re: [MOD 0.12.x] Extra Tool Belts 0.1.0

When i have some free time (this weekend) I shall test this. I think I know the command, just got to double check.
by MrDrummer
Wed Feb 24, 2016 1:40 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact Processing Unit Factory
Replies: 9
Views: 37283

Re: Compact Processing Unit Factory

So 50 blue processing units/minute means 250 red circuits/minute? :O I shall use this as inspiration for when I build my external circuit production facility. To make it slightly more "modular", you could move the refinery set-up to the far right side (turned 90 degrees), so that if you do...
by MrDrummer
Tue Feb 23, 2016 8:04 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact Processing Unit Factory
Replies: 9
Views: 37283

Re: Compact Processing Unit Factory

What is the output rate of the Blue circuits?

Also, by "perfect" ratio, do you mean in terms of how long it takes to craft them, meaning that 5 red circuits and 20 green circuits will just complete in the time it takes for a blue circuit to craft?

Very interesting. Thanks for sharing.
by MrDrummer
Mon Feb 22, 2016 9:42 am
Forum: Mods
Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
Replies: 35
Views: 27062

Re: [MOD 0.12.22] {SSU} ScreenShot Utility

Sweet. Thanks for looking into it.

I shall (Hopefully) release the utility on GitHub and possibly on the forum too, depends if I can work out a few bugs :)
by MrDrummer
Sun Feb 21, 2016 6:54 pm
Forum: Mods
Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
Replies: 35
Views: 27062

Re: [MOD 0.12.22] {SSU} ScreenShot Utility

Ah, not as straight forward as i hoped. And yes, I need the users of my program to be able to take a screenshot of the blueprint they are saving. The use of this mod would allow no external programs to be used, but rather two mods - this mod to take screenshots of the blueprint, and the blueprint st...
by MrDrummer
Fri Feb 19, 2016 1:18 pm
Forum: Mods
Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
Replies: 35
Views: 27062

Re: [MOD 0.12.22] {SSU} ScreenShot Utility

Okay fair enough. In which case i have an idea as a workaround (may take a lot of logic to get right). So solution is that the zoom and position of player auto fit to the selected area. Obviously if the monitor is square and you select a (landscape) rectangular area, there is going to be an area at ...
by MrDrummer
Tue Feb 16, 2016 8:10 pm
Forum: Mods
Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
Replies: 35
Views: 27062

Re: [MOD 0.12.22] {SSU} ScreenShot Utility

Is it possible to add an item that acts like the planners to make the area selected the area that is screenshoted? I am working on an application that manages blueprints, and this would be a great feature instead of relying on external programs like Greenshot to capture an area. This item would auto...
by MrDrummer
Mon Jan 25, 2016 10:21 am
Forum: Ideas and Requests For Mods
Topic: Gameplay Idea: Please the gods.
Replies: 4
Views: 12118

Re: Gameplay Idea: Please the gods.

Just thought of an idea: We have rockets in the game which take quite a few resources.... But why not take this to the next level? Perhaps have different types of rockets that have to be sent up depending on demand.... for instance xyz coper and iron plates, then circuits etc until it gets more and ...
by MrDrummer
Mon Jan 25, 2016 10:16 am
Forum: Mods
Topic: [MOD 0.12.x] Extra Tool Belts 0.1.0
Replies: 25
Views: 31779

Re: [MOD 0.12.x] Extra Tool Belts 0.1.0

Pretty sure this is not something I can alter easily... I am pretty sure the tool-belt as we know it is hard-coded in terms of width/functionality other than how many rows we have. Even if I did a GUI there are still some things that i am not sure about/will not work for sure, i.e. toolbelt swapping...
by MrDrummer
Tue Jan 12, 2016 9:06 am
Forum: Tools
Topic: [0.12+] Factorio Save Manager
Replies: 3
Views: 11488

Re: [0.12+] Factorio Save Manager

Looks great! Will be sure to check it out.
by MrDrummer
Tue Jan 12, 2016 8:59 am
Forum: Mods
Topic: [MOD 0.12.x] Ghost Time 0.1.0
Replies: 2
Views: 9809

Re: [MOD 0.12.x] Ghost Time 0.1.0

Just so everybody knows, this works with 0.12.20 without any need to update.
by MrDrummer
Tue Jan 12, 2016 8:58 am
Forum: Mods
Topic: [MOD 0.12.x] Robot Cargo Size 0.1.0
Replies: 9
Views: 14833

Re: [MOD 0.12.x] Robot Cargo Size 0.1.0

Just so everybody knows, this works with 0.12.20 without any need to update.
by MrDrummer
Tue Jan 12, 2016 8:57 am
Forum: Mods
Topic: [MOD 0.12.x] Robot Speed 0.0.1
Replies: 7
Views: 11720

Re: [MOD 0.12.x] Robot Speed 0.0.1

Just so everybody knows, this works with 0.12.20 without any need to update.

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