Search found 16 matches

by dopefish
Sat Mar 14, 2015 9:30 am
Forum: Implemented Suggestions
Topic: Force-place Incomplete Blueprints
Replies: 31
Views: 20441

Re: Force-place Incomplete Blueprints

Cordylus wrote:
kovarex wrote: [*]Features
[*]Blueprints can be built over things marked for deconstruction.
[*]Blueprints can be force placed using alternative build mode (shift click).
It happened! :D
Victory! Cheers for the +1's everyone.
by dopefish
Sun Dec 21, 2014 4:40 pm
Forum: Mods
Topic: [Mod 0.11.x] Belt Blocker
Replies: 29
Views: 38890

Re: [Mod 0.11.x] Belt Blocker

Really liking this mod! It's such a simple little thing but it allows making compact production so much easier, allowing you to use the same belt for multiple things without a bunch of overflow, spill or using smart inserters to remove things and return them. http://i.imgur.com/ApH4qZT.png My only c...
by dopefish
Sun Dec 21, 2014 2:50 pm
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 39783

Re: lay repeating underground pipes like power lines

I don't know if this feature is useful for underground belts. Pipes block the space they are laid on, that's the reason they are used for longer tracks. Belts don't have this problem. Well, but this would make is consistent with everything else, so I support this idea even for underground belts. Th...
by dopefish
Sun Dec 21, 2014 1:57 pm
Forum: Implemented Suggestions
Topic: Wire Pipes - Electronically Controllable Valves
Replies: 3
Views: 5944

Wire Pipes - Electronically Controllable Valves

Yet again I feel like I'm probably missing a topic that is bound to exist, but I couldn't find anything using search so... A simple suggestion that I can only assume is already planned, pipes that we can control with wires. For example: When there are less than 100 sulfur in the logistics system, o...
by dopefish
Sun Dec 21, 2014 1:48 pm
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 39783

Re: lay repeating underground pipes like power lines

sparr wrote:You can drag-and-run to lay down properly spaced power poles.
Oh god, you can? This changes everything!

Also yes, I support the same functionality for underground pipes, and also for underground belts.
by dopefish
Sun Dec 21, 2014 1:46 pm
Forum: Mods
Topic: [0.10.1+] Hydrogen power
Replies: 6
Views: 11368

Re: [0.10.1+] Hydrogen power

infinite generation of a burnable fuel. Already exists in the form of oil -> solid fuel, seeing as oil wells never truly run out. Still, being able to turn sunlight (and other power sources through mods, like Wind) into some kind of burnable/solid fuel is a great idea. I'll definitely check it out.
by dopefish
Sat Dec 20, 2014 2:10 pm
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 89257

Re: [MOD 0.11.6]Filtered Splitters - Huge stability boost!

Old version crashed every time I tried to craft one. Now it seems to work, going to do some further testing. Looks like this combined with Slipstream Chests could create a really efficient sorting system.
by dopefish
Tue Dec 16, 2014 2:57 pm
Forum: Implemented Suggestions
Topic: Force-place Incomplete Blueprints
Replies: 31
Views: 20441

Re: Force-place Incomplete Blueprints

I add, that it would be supercool to place a blueprint above trees, so that the bots will first cut the trees and then place the entity. I approve of this generally, although cutting trees with the deconstruction print is quite easy already... the problem is that you have to wait for them to disapp...
by dopefish
Mon Dec 15, 2014 5:06 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 130702

Re: [0.10.3] RoadWorks 1.06 + Soundless version

Looking forward to seeing this mod patched, looks really good.
by dopefish
Mon Dec 15, 2014 9:21 am
Forum: Balancing
Topic: Reduce stack sizes of buildings
Replies: 14
Views: 11998

Re: Reduce stack sizes of buildings

Nova wrote:The real question is: Why the hell should you place 100 roboports??? o_O
Why not? :D The sky is the limit!
by dopefish
Mon Dec 15, 2014 9:19 am
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 77495

Re: [0.11.x] Slipstream Chests - 1.0.2

A single basic chest type whose input/output can be configured with a GUI, removing individual directional chests (getting away from Belt Storage's implementation). Filtered/indiscriminate output configuration options. Passive/active provider and requester variants. Energy requirements for all ches...
by dopefish
Mon Dec 15, 2014 2:57 am
Forum: Mods
Topic: [MOD 0.10.x] Time Display - v1.0.0
Replies: 36
Views: 29522

Re: [MOD 0.10.x] Time Display - v1.0.0

Nova wrote:Does that work with 0.11.6?
It's running fine with 0.11.6 for me, after modifying the folder name.
by dopefish
Mon Dec 15, 2014 2:56 am
Forum: Balancing
Topic: Reduce stack sizes of buildings
Replies: 14
Views: 11998

Re: Reduce stack sizes of buildings

Smart players use smart inserters for this very purpose :twisted: I would actually propose to increase the stacksize of roboports to match whatever it is for other structures. I hate to be contrary, but I agree with Boogie. Smart Inserters already perfectly control the amount of structures you prod...
by dopefish
Mon Dec 15, 2014 2:00 am
Forum: Implemented Suggestions
Topic: Force-place Incomplete Blueprints
Replies: 31
Views: 20441

Force-place Incomplete Blueprints

I searched this forum as best as I could to avoid making a duplicate request, but the search functionality on this forum seems rather bad. I apologize if I missed a thread about this subject. One major annoyance I've ran into when doing large scale building is when edges or previous construction in...
by dopefish
Mon Dec 15, 2014 1:50 am
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 77495

Re: [0.11.x] Slipstream Chests - 1.0.2

Welcome new poster. Congratulations on joining the ranks of hundreds of other forum users that fail to read a topic's last few pages before posting. :roll: Nah, I read 'em, just wanted to re-iterate things and add my two cents. I figure something requested by many people bears more weight. Suppose ...
by dopefish
Sun Dec 14, 2014 11:27 pm
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 77495

Re: [0.11.x] Slipstream Chests - 1.0.2

I really like this mod, it reduces the hassle of moving things, having to place down several inserters and do curly loops and all that jazz to get my throughput up. At the same time they feel completely natural, like they belong in the game, and not like some overpowered cheat. I do however believe ...

Go to advanced search