Search found 281 matches

by Degraine
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, ...
by Degraine
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.
by Degraine
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 ...
by Degraine
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.
by Degraine
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.
by Degraine
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...
by Degraine
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.
by Degraine
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...
by Degraine
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.
by Degraine
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...
by Degraine
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.
by Degraine
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.
by Degraine
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...
by Degraine
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.
by Degraine
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...
by Degraine
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!
by Degraine
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.
by Degraine
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?
by Degraine
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.
by Degraine
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.

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