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by SigmatroN
Fri May 22, 2015 6:15 pm
Forum: Mods
Topic: [Mod 0.11.22] CyberChest 0.9.0
Replies: 58
Views: 43614

[Mod 0.11.22] CyberChest 0.9.0

https://www.dropbox.com/s/ncfno5f7ct988bm/cyberchest.png?raw=1 Cyberchest is a smart chest, addition to an assembling machine that enables whole production chains maid with a single machine. Just build it right next to an assembler, set up the chain, put raw components in and let it do the rest. BA...
by SigmatroN
Fri May 22, 2015 11:00 am
Forum: Not a bug
Topic: [0.11.22] inventory.insert command ignores filters
Replies: 4
Views: 3546

[0.11.22] inventory.insert command ignores filters

1. Select any recipe for an assembling machine 2. Insert item directly into it's inventory: /c game.players[1].selected.getinventory(2).insert({name = "iron-plate",count = 1}) 3. The item inserted into the first slot, regardless of the recipe filters http://s24.postimg.org/mdo5vmgl1/Screen...
by SigmatroN
Thu Apr 16, 2015 12:57 pm
Forum: Maps and Scenarios
Topic: [0.11.21] [PvP only] The Quest
Replies: 0
Views: 6003

[0.11.21] [PvP only] The Quest

Summary: This map is intended to be used as PVP only, and requires PVP mod: https://forums.factorio.com/forum/viewtopic.php?f=14&t=8352. Two player teams (red and blue) compete with each other by doing various production tasks. Team, that completed most of the tasks wins. Examples: produce 800 ...
by SigmatroN
Sun Apr 12, 2015 12:07 am
Forum: Resolved Problems and Bugs
Topic: [0.11.21] Combat robots can shoot player through a vehicle
Replies: 1
Views: 2546

[0.11.21] Combat robots can shoot player through a vehicle

1. Launch any combat robot.
2. Enter a vehicle.
3. Change your force.
Robot can shoot you, completely ignoring vehicle armor.
2015-04-12.png
2015-04-12.png (675.2 KiB) Viewed 2546 times
by SigmatroN
Wed Nov 12, 2014 12:57 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 76057

Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.21]

About solar panels modules. We do still have Effectivity modules, right? So...maybe, it would be more interesting to give solar modules absolute reduction in energy consumption, rather than the relative one. For examble, boost is not -10%, but -10 kW. It's, basically, like sticking a solar panel on ...
by SigmatroN
Sun Nov 09, 2014 12:24 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 76057

Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.20]

Found a bug. A 'parts assembler' mining result is an assembling machine 1. (Though electronics assembler is fine) Edit: There are another two tech loops. Oil processing requires Science packs 3, produced in Chemical plants, which are unlocked by same technology. Crushed iron is made in Electric mill...
by SigmatroN
Tue Nov 04, 2014 6:34 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 76057

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.5]

I don't know if it's a bug or not but you can scan the fields with a drill. http://i65.fastpic.ru/big/2014/1104/42/3e364af6f696c144fd08a83587df0f42.png That's kind of good, because if I would be forced to probe every single rock with an pickaxe, I would probably kill myself :) (As you can see, often...
by SigmatroN
Thu Oct 30, 2014 10:22 pm
Forum: Mods
Topic: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0.1]
Replies: 11
Views: 6862

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0.1]

I fixed It myself, but still thanks. Shame, a saved game cannot be fixed :D
by SigmatroN
Thu Oct 30, 2014 10:02 pm
Forum: Mods
Topic: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0.1]
Replies: 11
Views: 6862

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0.1]

Hi there! First of all got to say, the mod is great! Thanks to it, the game feels so fresh and very realistic. I did not experienced this with any other mod, so great job here :D However, there is one thing I have to address. Why the technology "Basic chemistry 4" requires "Advanced o...

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