Search found 14 matches
- Fri Jul 01, 2016 9:07 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339813
Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.2
Found this in a storage chest http://i.imgur.com/pe9cPlv.png
- Fri Jul 01, 2016 11:21 am
- Forum: Mods
- Topic: [MOD 0.13.x] Tree House (0.2.1)
- Replies: 29
- Views: 27001
Re: [MOD 0.12.x] Tree House (0.1.1)
It is nice but produces wood way way too fast. Trees don't grow this fast. What can I edit in control.lua to modify the rate of which trees grow? I want to make it something like 200 times slower so it would look like trees grow.
- Fri Jul 01, 2016 11:16 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 270985
Re: [MOD 0.12.x] The Fat Controller. Remote train manager 0.4.18
Nice mod thanks for this. Wouldn't have made it to late game without it. I have updated to 0.4.18 and am getting an error [quote]/GUI.lua:329: attempt to call field 'add' (a nil value)[/quote]. I've went back to 0.4.16 and 0.4.14 and it persists. What can I do to fix this? Still on 12.5 as I don't ...
- Fri Jul 01, 2016 11:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] Aircraft
- Replies: 65
- Views: 101336
Re: [MOD 0.12.x] Aircraft
Love the jet.
Better than personal teleporter for me, my base is huge.
Better than personal teleporter for me, my base is huge.
- Tue Jun 28, 2016 10:43 am
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 42760
Re: [MOD 0.12.x] Logistic Combinators
Very nice, when I first built a constant I imagined I could simply wire it to any logistic entity and get the value.
- Tue Jun 28, 2016 9:21 am
- Forum: Mods
- Topic: [MOD 0.13] Stone Water Well - fresh water anywhere
- Replies: 25
- Views: 28660
Re: [MOD 0.12.X] Stone Water Well - fresh water anywhere
Cool graphics.
- Tue Jun 28, 2016 2:38 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228231
Re: [MOD 0.12.18] Warehousing v0.0.9
Very nice lategame.
- Tue Jun 28, 2016 2:33 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202865
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Certainly a very nice mod.
But you can't filter networks if you have more than 20 or so. I use Roboports for repairs only, they appear as separated networks and can't be filtered - the window is too big, it can't be closed and an autosave have to be loaded to escape this menu.
But you can't filter networks if you have more than 20 or so. I use Roboports for repairs only, they appear as separated networks and can't be filtered - the window is too big, it can't be closed and an autosave have to be loaded to escape this menu.
- Fri Jun 24, 2016 3:17 am
- Forum: Mods
- Topic: Air Purifier 0.1.1
- Replies: 6
- Views: 10187
Re: Air Purifier 0.1.1
What do I do with all the clean water? Can I recycle them back to the lakes? (Air Purifier 0.1.2)
- Wed May 25, 2016 7:24 am
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 96636
Re: [MOD 0.12.30] Satellite Uplink Station 0.1.3
Oh what I have meant was "Auto-Targeting Station X has identified a spawner at ..." together with an error beep, I don't mind the text (Although personally I would want a text if the station does NOT acquires a target - Automation) but the beep needs to go. *edit*: Ok it's gone with 1 line...
- Wed May 25, 2016 5:48 am
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 96636
Re: [MOD 0.12.30] Satellite Uplink Station 0.1.3
Can I disable the Auto-Targeting Station's alert? It isn't in the config.lua , is there a line I can add to it?
- Mon May 23, 2016 8:33 am
- Forum: Energy Production
- Topic: Yet another "Steam engine backup" solution (simple&low tech)
- Replies: 31
- Views: 49234
Re: Yet another "Steam engine backup" solution (simple&low tech)
Simple and brilliant.
- Sat May 21, 2016 3:48 am
- Forum: General discussion
- Topic: circuit network to alter electricity consumption
- Replies: 2
- Views: 1760
Re: circuit network to alter electricity consumption
I appreciate the lead! It seems this discussion have been around for a long time before I started playing.
- Fri May 20, 2016 7:14 am
- Forum: General discussion
- Topic: circuit network to alter electricity consumption
- Replies: 2
- Views: 1760
circuit network to alter electricity consumption
Have anyone managed to use a circuit network to alter or make use of electricity? I'm thinking about drafting an experimenting network that: 1. Will consume electricity in the the priority of Solar Panels > Accumulators > Steam Engines. 2. Will recharge Accumulators by Solar Panels alone, and not St...