Search found 32 matches
- Mon Jul 19, 2021 4:50 pm
- Forum: Mods
- Topic: Including new recipe on vanilla tech when it's already researched
- Replies: 2
- Views: 1142
Re: Including new recipe on vanilla tech when it's already researched
It worked, thank you!
- Sun Jul 18, 2021 9:56 pm
- Forum: Mods
- Topic: Including new recipe on vanilla tech when it's already researched
- Replies: 2
- Views: 1142
Including new recipe on vanilla tech when it's already researched
I'm creating a mod with a new combinator that interacts with trains and I'd like to unlock it with the vanilla "circuit-network" technology. This is how I do it: technology.lua table.insert(data.raw["technology"]["circuit-network"].effects, {type = "unlock-recipe&q...
- Sun Jul 10, 2016 12:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] Going throw objects (fuck you physics!)
- Replies: 2
- Views: 1516
Re: [0.13.6] Going throw objects (fuck you physics!)
Oh, I guess I never noticed it before. And it seem weird that only affected 2 of the 4 sides, so I though it was a bug.
Thanks for the quick reply!
Thanks for the quick reply!
- Sat Jul 09, 2016 5:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] Going throw objects (fuck you physics!)
- Replies: 2
- Views: 1516
[0.13.6] Going throw objects (fuck you physics!)
http://imgur.com/wRdSxZe
I can walk between the small pump and the tank as seen in the image.
I tested in different positons. I can go in between when the pipe come from the tank and its facing down and left, regardless of the orientation of the tank.
I can walk between the small pump and the tank as seen in the image.
I tested in different positons. I can go in between when the pipe come from the tank and its facing down and left, regardless of the orientation of the tank.
- Sat Jun 25, 2016 2:08 am
- Forum: Mods
- Topic: [MOD 0.12.x] Wallcraft [0.0.2]
- Replies: 21
- Views: 16073
Re: [MOD 0.12.x] Wallcraft [0.0.2]
Spanish Locale ( es-ES ) :mrgreen: [entity-name] copper-wall = Muro de Cobre iron-wall = Muro de Hierro steel-wall = Muro de Acero concrete-wall = Muro de Concreto [item-name] copper-wall = Muro de Cobre iron-wall = Muro de Hierro steel-wall = Muro de Acero concrete-wall = Muro de Concreto [technol...
- Sat Mar 05, 2016 3:43 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 79458
Re: [MOD 0.12.+] N.Tech-Chemistry
Maybe you can change the recipe for concrete so it uses seawater instead of normal water. Quite a pain to have to clear the water just to do concrete.
- Sun Feb 28, 2016 10:04 am
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 79458
Re: [MOD 0.12.+] N.Tech-Chemistry
Hi, I'm using this mod and I noticed that my steam engines are running at half efficiency (255kw of the maximum 510kw) when i used seawater. I filled a tank with purified water and the engines were running at maximum. I wonder if this behavior is intentional or if it is an error. If it is something ...
- Sun Oct 25, 2015 4:28 am
- Forum: Mods
- Topic: [MOD 0.13.0+] Wireless Signals 0.1.2
- Replies: 32
- Views: 28425
Re: [MOD 0.12.11+] Wireless Signals 0.0.2
I love you.
- Mon Oct 19, 2015 2:43 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426315
Re: [MOD 0.12.x] Natural Evolution v5.0.1 - All things Alien!
I got the last version and now i have the double cost science after i disabled it in the config file. PD: Forgot to say, i started playing with the double cost, then i realized i had to turn it off and i did. But science still cost double. PD2: I erased the mod, launched the game, copied it again an...
- Sat Oct 17, 2015 3:58 pm
- Forum: Gameplay Help
- Topic: Is This Practical?
- Replies: 10
- Views: 15049
Re: Is This Practical?
Is very unpractical and very funny!!. If you are 2 you may get it done after all.
- Thu Oct 15, 2015 8:24 am
- Forum: Gameplay Help
- Topic: [Combinators] How to delay a signal?
- Replies: 5
- Views: 22767
Re: [Combinators] How to delay a signal?
Add 30 combinators that multiply per 1 the signal.
- Wed Oct 14, 2015 9:44 am
- Forum: Videos
- Topic: Cathril's Megabase
- Replies: 11
- Views: 21718
Re: Cathril's Megabase
How can you see that? Is it a mod?
- Wed Oct 14, 2015 9:24 am
- Forum: Videos
- Topic: Cathril's Megabase
- Replies: 11
- Views: 21718
Re: Cathril's Megabase
What are the green cyrcles on the map?
- Tue Oct 13, 2015 6:51 pm
- Forum: Multiplayer
- Topic: Bob's Mods Multiplayer
- Replies: 4
- Views: 9381
- Tue Oct 13, 2015 11:25 am
- Forum: Mods
- Topic: [MOD 0.12.10+] Crafting equipment
- Replies: 8
- Views: 31223
Re: [MOD 0.12.10] Crafting equipment
That is amazing.MrDoomah wrote:
The recipes are hidden in you don't equip the right equipment. For example, if you don't have the furnace equipment in your power armor, the recipes for manual copper/iron/stone/steel smelting won't show up.
- Tue Oct 13, 2015 4:14 am
- Forum: Mods
- Topic: [MOD 0.12.10+] Crafting equipment
- Replies: 8
- Views: 31223
Re: [MOD 0.12.10] Crafting equipment
Do the crafting speed booster stack? Can i have 4 mk3 and craft at 300% speed? By the way, as a sugestion you could separate the mod in 2 parts. I like a lot the crafting speed boosters but, for example, I dont want the liquid crafting things and I dont want the special recipes (I already have a ton...
- Mon Oct 12, 2015 1:04 pm
- Forum: Wiki Talk
- Topic: Inconsistency regarding furnace times
- Replies: 7
- Views: 9891
Re: Inconsistency regarding furnace times
The individual pages are wrong but the furnaces article is right. The speed represents the power of the machine, a machine with speed 1 will take 5 seconds to complete a recipe with 5 seconds cost, but a machine with speed 2 will only take 2.5 seconds. If you check the recipes page for plates or sto...
- Sun Oct 11, 2015 2:08 am
- Forum: Ideas and Suggestions
- Topic: Functionality for satellites
- Replies: 1
- Views: 3890
Functionality for satellites
It could be nice when you send a satellite you can use circuit network wireless.
Maybe just one signal per satellite or a small amount (8 or so).
That way satellites can get some functionality.
Maybe just one signal per satellite or a small amount (8 or so).
That way satellites can get some functionality.
- Sat Oct 10, 2015 10:41 pm
- Forum: Mods
- Topic: [MOD 0.12.21] Wind Turbine
- Replies: 32
- Views: 62270
Re: [MOD 0.12.x] Wind Turbine
I'm playing with wind turbines and they are super ineficient. They should be cheaper, like 10 plates and 5 gears. But i love the concept!! Please make mk2 and mk3 turbines. I would love to power up a base with wind and steam engines as reinforcement using accumulators and circuits to control the pow...
- Sat Oct 10, 2015 8:57 pm
- Forum: General discussion
- Topic: Well... done... NEXT...
- Replies: 3
- Views: 7972
Re: Well... done... NEXT...
If you could just craft land from fish...