Search found 281 matches
- Tue Dec 09, 2014 2:27 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78107
Re: [0.11.x] Slipstream Chests - 1.0.2
Hi guys, thanks for the praise, I'm glad you're enjoying it. I will probably do logistics versions of the chests, and while I'm game to give GUIs a shot, I don't know anything about how to make them, so that might be a while, what with Christmas coming up. As for making the chests larger...come on, ...
- Mon Dec 08, 2014 8:41 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78107
Re: [0.11.x] Slipstream Chests - 1.0.2
Strange error, it worked fine on my computer...but I've changed this anyway, so it should work now. Sorry about that.
- Mon Dec 08, 2014 6:33 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78107
Re: [0.11.x] Slipstream Chests - 1.0.2
New version in OP. There is now a terminal chest variant, that will not output its contents. Thanks to Schmendrick for giving me permission to include them. The new version should update cleanly, let me know if there are any problems. If you do run into issues, you should be able to get around them ...
- Sun Dec 07, 2014 3:31 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 290308
Re: [0.11.x][v0.7.3] Bob's Metals, Chemicals and Intermediat
Could you put the information about the pipes into the OP, Bob? It would be helpful to have those details somewhere convenient to refer to.
EDIT: Also, the liquid fuel canister has about a fifth of the fuel value it should have. 25 liquid fuel is 625MJ energy, but the canister is only worth 125.
EDIT: Also, the liquid fuel canister has about a fifth of the fuel value it should have. 25 liquid fuel is 625MJ energy, but the canister is only worth 125.
- Sun Dec 07, 2014 2:55 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78107
Re: [0.11.3+] Slipstream Chests - 1.0.1
And fixed. Sorry, that was a really basic error I should've caught.
- Sat Dec 06, 2014 5:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78107
[MOD 0.12.x] Slipstream Chests - 2.0.0
Slipstream Chests http://i.imgur.com/s7y20Qs.jpg Info: Name: Slipstream Storage Chests Latest Release: v2.0.0, September 15, 2015 Factorio Version: 0.12.x Download: 2.0.0 , 1.1.1 (for Factorio 0.11.17+) License: MIT Tags: Storage, Circuit Network Contact: PM on the Factorio Forums. Description: Thi...
- Sat Dec 06, 2014 12:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.3] game.placeentity & item-on-ground
- Replies: 1
- Views: 771
[0.11.3] game.placeentity & item-on-ground
game.canplaceentity seems to ignore existing 'item-on-ground' entities entirely now. Slipstream chests would just keep stacking up iron plates on the output coordinates if I used game.canplaceentity to check.
- Fri Dec 05, 2014 5:10 pm
- Forum: Modding help
- Topic: Slipstream Chests
- Replies: 0
- Views: 692
Slipstream Chests
I wanted to write a new version of Belt Storages , since the last version available was way too complicated for me to go through and figure out how to update. I've got a prototype that finally seems to be working, bug-free. But I'd like someone (or someones!) other than me to test it out before I of...
- Fri Dec 05, 2014 2:06 am
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 67412
Re: [MOD 0.11.x] Smart Circuit Systems - 0.3.5
I hadn't thought about controlling cracking plants (or refineries for that matter), that's a good idea.
- Mon Dec 01, 2014 6:33 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 290308
Re: [0.11.x][v0.7.3] Bob's Metals, Chemicals and Intermediat
Cartmen's mod drastically changes the recipes of a lot of things. He expanded the early game content, which slows down advancement considerably, added component casting with liquid metal recipes, and various other things. It almost certainly isn't compatible with your Electronics Override mod, and t...
- Wed Nov 19, 2014 3:20 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 67412
Re: [0.11.x] Smart Circuit Systems - 0.3.4
Right, right...I knew it was the rate that was important, because using a smart accumulator in a system with Bob's high capacity accumulators didn't work so well.
- Wed Nov 19, 2014 2:19 am
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 67412
Re: [0.11.x] Smart Circuit Systems - 0.3.4
I promised Kikkers I'd post the tricks I'd used with power switches, so here they are.
Actually, I added them to my Factorio gallery.
Actually, I added them to my Factorio gallery.
- Wed Nov 19, 2014 1:53 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 374476
Re: [0.11.x][v0.6.2] Bob's Ore Mod.
So I've been using the infinite ores option for a while...I'm not sure if I like it or not. It's nice to not have to worry about ore fields going dry, but at the same time, their productivity doesn't seem to noticeably deteriorate as time goes on. I'm not sure if I'm just not paying attention or the...
- Tue Nov 18, 2014 1:37 am
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29778
Re: [MOD 0.10.x] Time Display - v1.0.0
Seems to work okay in 11.3, although repositioning the clock with the console commands doesn't seem to be working.
EDIT: Correction, it works in existing saves, but creating new games does not work while the mod is active.
EDIT: Correction, it works in existing saves, but creating new games does not work while the mod is active.
- Sun Nov 16, 2014 3:27 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 112177
Re: [0.11.x][v0.1.2]Electronics Overide
I like 'em, Cerous, although maybe you could alter them a little bit to account for the 'simple circuit'/'IC circuit'/'CPU' differences? You could also take a crack at the module chips...which come in three grades and five flavours, so I guess it's a good opportunity to try out the new sprite maskin...
- Wed Nov 12, 2014 10:21 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
- Replies: 122
- Views: 86816
Re: [0.11.x][v0.1.7] Bob's Assembly Machines
Fair enough!
- Wed Nov 12, 2014 8:24 am
- Forum: Bob's mods
- Topic: At what point...
- Replies: 14
- Views: 13691
Re: At what point...
I wish I could produce something half this good. I have huge problems with analysis paralysis and end up taking days to do anything.
- Wed Nov 12, 2014 8:14 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
- Replies: 122
- Views: 86816
Re: [0.11.x][v0.1.7] Bob's Assembly Machines
What would the third offer?
- Sun Nov 09, 2014 5:28 am
- Forum: Mods
- Topic: [Mod 0.11.x] Foreman - Blueprint Manager
- Replies: 71
- Views: 90387
Re: [Mod 0.11.x] Foreman - Blueprint Manager
Seems like there's some problems with the mod - I tried using Boogieman's ore sorter blueprint and it came out with all of the underground belts facing in one direction. They're running in the right direction but half of them have the wrong orientation.
- Fri Nov 07, 2014 8:10 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 374476
Re: [0.11.x][v0.6.2] Bob's Ore Mod.
Turbines to replace reciprocating steam engines for power production. Helicopters. High-performance drones.