Search found 131 matches
- 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?
- 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?
- 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...
- 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 ...
- 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!
- 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...
- 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
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
- 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.
- 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...
- 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.
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.
- 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
I shall (Hopefully) release the utility on GitHub and possibly on the forum too, depends if I can work out a few bugs
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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.
- 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.
- 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.
- 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.