Search found 65 matches
- Fri May 01, 2020 5:32 pm
- Forum: Ideas and Suggestions
- Topic: [request]Multi-Layered Assembly Machines?
- Replies: 19
- Views: 11750
Re: [request]Multi-Layered Assembly Machines?
ah... here i am, 5 years later, still couldn't find anything like this. but one can hope, right?
- Sun Feb 23, 2020 1:09 pm
- Forum: Angels Mods
- Topic: [resolved]unable to barrel water
- Replies: 0
- Views: 1449
[resolved]unable to barrel water
Hi,
i couldnt fint it anywhere else so here i am, i am trying to barrel water so i can craft light artillery ammos but i cannot barrel water. I even tried to place a pump to the other end in hopes to "suck out water through barreling pump" :D
my mod-list.json is
{
"mods":
[
{
"name ...
i couldnt fint it anywhere else so here i am, i am trying to barrel water so i can craft light artillery ammos but i cannot barrel water. I even tried to place a pump to the other end in hopes to "suck out water through barreling pump" :D
my mod-list.json is
{
"mods":
[
{
"name ...
- Mon Jan 01, 2018 2:06 pm
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 58194
Re: [MOD 0.16.x] BeltSorter 0.5.4
this error whenever i try to add an item to filter.
mods i am using
{"modInfo":{"name":"saved-cfan-mods","version":"0.0.0","factorio_version":null,"title":"Saved CFAN mods","author":["CFAN user"],"contact":null,"homepage":null,"description":"Saved CFAN mods from Monday, January 1, 2018 ...
mods i am using
{"modInfo":{"name":"saved-cfan-mods","version":"0.0.0","factorio_version":null,"title":"Saved CFAN mods","author":["CFAN user"],"contact":null,"homepage":null,"description":"Saved CFAN mods from Monday, January 1, 2018 ...
- Mon Sep 25, 2017 3:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 52265
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
one can still hope for an update right?
- Mon Sep 25, 2017 3:05 am
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 41161
Re: [Mod 0.11.x] Belt Blocker
is it possible for an update on this mod?
This mod won't work anymore due to the changes in 0.12 belt physics. Sorry.
Please read the last few posts before commenting on threads. necros are very annoying.
understand and evaluate a comment before making a comment on it. the guy asked a ...
This mod won't work anymore due to the changes in 0.12 belt physics. Sorry.
Please read the last few posts before commenting on threads. necros are very annoying.
understand and evaluate a comment before making a comment on it. the guy asked a ...
- Mon Sep 11, 2017 12:55 pm
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 100
- Views: 78047
Re: [MOD 0.13] Time Tools (& Clock Combinator)
ok, I understand what you mean now. :-)
I do not know this old TimeButtons mod, but alas, I'm not playing nor modding factorio anymore. From now on, I just make the minimum to adapt my mods to new factorio versions.
i see, at least thank you for your fast reply, i am quite happy with the ...
I do not know this old TimeButtons mod, but alas, I'm not playing nor modding factorio anymore. From now on, I just make the minimum to adapt my mods to new factorio versions.
i see, at least thank you for your fast reply, i am quite happy with the ...
- Mon Sep 11, 2017 12:23 pm
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 100
- Views: 78047
Re: [MOD 0.13] Time Tools (& Clock Combinator)
yes, it's in the doc in page 1 of this thread :
With the three last buttons, you can tweak the game speed :
- click on "<" or ">" to decrease or increase game speed from /8 to x64.
- click on the game speed button to directly revert to x1 normal speed, or to switch instant to last memorized ...
- Mon Sep 11, 2017 12:07 am
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 100
- Views: 78047
Re: [MOD 0.13] Time Tools (& Clock Combinator)
is it possible to (add if it is not already there) to increase speed up to 64x when crafting something manually and revert it back to normal (or previously set speed) when it is done? i haven't played factorio for years and , just came back and that was available for one of the mods which had not ...
- Sun Mar 06, 2016 3:58 am
- Forum: Mods
- Topic: [MOD 0.18.X] Pollution detector
- Replies: 44
- Views: 54201
Re: [MOD 0.12.X] Pollution detector
not working right now;
- Sat Aug 15, 2015 11:46 pm
- Forum: Mods
- Topic: [MOD 0.12] Happy Factorio
- Replies: 18
- Views: 41503
Re: [MOD 0.12] Happy Factorio
well at last! something to enhance graphics. nice idea. and downloading atm.
but i dont think that base game looks bad. it is the idea of bleakness associated with industrialism. and you know factorio is what industrialism is :D yours (watching part 01 now) looks better but again i dont think ...
but i dont think that base game looks bad. it is the idea of bleakness associated with industrialism. and you know factorio is what industrialism is :D yours (watching part 01 now) looks better but again i dont think ...
- Sat Aug 08, 2015 11:26 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 52265
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
i figured out something; for some recipe to work correctly i have to set it to double amount of the ingredients;
i wanted it to craft speed module 2
so it normally requires;
30x Copper Cables
10x Electronic Circuits
1x Speed Module 1
1x Speed Module 2
But it simply stops if i set it to that ...
i wanted it to craft speed module 2
so it normally requires;
30x Copper Cables
10x Electronic Circuits
1x Speed Module 1
1x Speed Module 2
But it simply stops if i set it to that ...
- Thu Aug 06, 2015 12:16 am
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 61600
Re: [0.12.x] Finite Water
awesome one. but i was guessing maybe add some ore generation to it? (i have no idea if it is possible) but i dont know some stones, or if we are lucky other ores "generate" occasionally from water?
- Thu Aug 06, 2015 12:12 am
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 38904
Re: [0.12.X] TimeButtons
Atom wrote:Yea thought something was not quite right. Now it should save/load the settings correctly again, when the game saves.
Thanks,
Atom
thank you so much, again and not just for your reply, but also for your fix, again
- Thu Aug 06, 2015 12:10 am
- Forum: Mods
- Topic: [0.12.x - TreeFarm - Addon] AlienPlant 0.1.4
- Replies: 7
- Views: 19578
Re: [0.12.x - TreeFarm - Addon] AlienPlant
Phe0n1x wrote:it works fine for me. Perhaps I'm not understanding completely. And I apologize for taking a while to answer, IRL happened this weekend.
don't even mention it your work alone is enough btw a new game fixed that problem:) so everything is fine
p.s. thanks for modules
- Mon Aug 03, 2015 11:09 pm
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 38904
Re: [0.12.X]TimeButtons
Thanks ares, i just uploaded a fix.
Should be working now!
Atom
thanks for the effort :)
i couldnt report this earlier but is it intended to reset menus and settings after loading/restarting game? i do not remember that on 0.11 but whenever i load the game on your update, it simply resets ...
Should be working now!
Atom
thanks for the effort :)
i couldnt report this earlier but is it intended to reset menus and settings after loading/restarting game? i do not remember that on 0.11 but whenever i load the game on your update, it simply resets ...
- Fri Jul 31, 2015 11:03 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 52265
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
i figured out something; for some recipe to work correctly i have to set it to double amount of the ingredients;
i wanted it to craft speed module 2
so it normally requires;
30x Copper Cables
10x Electronic Circuits
1x Speed Module 1
1x Speed Module 2
But it simply stops if i set it to that.
What ...
i wanted it to craft speed module 2
so it normally requires;
30x Copper Cables
10x Electronic Circuits
1x Speed Module 1
1x Speed Module 2
But it simply stops if i set it to that.
What ...
- Fri Jul 31, 2015 1:01 am
- Forum: Mods
- Topic: [0.12.x - TreeFarm - Addon] AlienPlant 0.1.4
- Replies: 7
- Views: 19578
Re: [0.12.x - TreeFarm - Addon] AlienPlant
i am not sure but i think i am not the only one who activates the mod yet it is not available ingame as item?
- Tue Jul 28, 2015 5:39 pm
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 38904
Re: [0.12.X]TimeButtons
Yes. This is fu****g essential!
I love this mod.
Thank you so much for it.
^exactly this with more enthusiasm!
edit: any way to show the menu (a command or something?)
I have to take another look, i stopped updating the moment i saw it working 8-)
I will update the first post when i have ...
I love this mod.
Thank you so much for it.
^exactly this with more enthusiasm!
edit: any way to show the menu (a command or something?)
I have to take another look, i stopped updating the moment i saw it working 8-)
I will update the first post when i have ...
- Tue Jul 28, 2015 1:30 pm
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 38904
Re: [0.12.X]TimeButtons
^exactly this with more enthusiasm!SKleen75 wrote:Yes. This is fu****g essential!
I love this mod.
Thank you so much for it.
edit: any way to show the menu (a command or something?)
- Sat Jul 25, 2015 6:10 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 122017
Re: [MOD 0.11.x] TimeButtons v0.2.1
gdfgdgdg wrote:please update
^dis