Search found 14 matches

by Instructor
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.
by Instructor
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 ...
by Instructor
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.
by Instructor
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.
by Instructor
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.
by Instructor
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.
by Instructor
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)
by Instructor
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...
by Instructor
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?
by Instructor
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.
by Instructor
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...

Go to advanced search