Hello,
How is development going?
Search found 120 matches
- Mon May 22, 2017 9:07 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 193245
- Mon Feb 27, 2017 12:43 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3773
- Views: 1085127
Re: Development and Discussion
Try searching for lithium.
I dont have PC with factorio nearby sadly, cant check....
I dont have PC with factorio nearby sadly, cant check....
- Mon Feb 27, 2017 12:07 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3773
- Views: 1085127
Re: Development and Discussion
Using Arumbas latest Bobs + Angels mod pack with yuoki Industries. Has anyone encountered a problem with Lithium Ion Batteries - I have all of the ingredients (thermal water, lithium, cobalt...etc) but cannot find lithium ion batteries in the Tech Tree or the Crafting menus - I have all science res...
- Mon Feb 27, 2017 9:14 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3773
- Views: 1085127
Re: Development and Discussion
Just make loaders consume ALOT of energy.
- Tue Dec 06, 2016 8:52 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 193245
Re: Uranium Power
What do you mean by "minimal list"?
I just began playing with these 2 mods and yours mod.
It can be a long time before i get to uranium power, but once i do, ill make a report.
I just began playing with these 2 mods and yours mod.
It can be a long time before i get to uranium power, but once i do, ill make a report.
- Wed Nov 23, 2016 10:46 am
- Forum: Ideas and Suggestions
- Topic: Character should have max running speed
- Replies: 10
- Views: 3784
Re: Character should have max running speed
In my opinion there should be some sort of "slider" (or another control in the interface, and even a hotkey, i would like to use mouse wheel for that) that you can use to set the speed that your exo will give you (i.e. set it to max while traveling long distance, set it lower when inside y...
- Tue Sep 20, 2016 12:37 pm
- Forum: Ideas and Suggestions
- Topic: clock combinator
- Replies: 23
- Views: 6413
Re: clock combinator
What he means is you have an isolated power grid, only a little one with say six solar panels, an accumulator, and a radar. The radar creates a constant power drain which is handled by the solar panels during the day which also charge the accumulator. Once night falls, solar panels stop working and...
- Mon Sep 19, 2016 11:05 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3773
- Views: 1085127
Re: Development and Discussion
Will you change bobmonium and rubyte ore?
They are quite similar now, maybe make rubite more red in colour (both in game and icons)?
They are quite similar now, maybe make rubite more red in colour (both in game and icons)?
- Mon Sep 19, 2016 11:03 am
- Forum: Balancing
- Topic: Achievements: "Lazy Bastard" should be achieved earlier...
- Replies: 8
- Views: 2961
Re: Achievements: "Lazy Bastard" should be achieved earlier...
Its already one if the easiest achievments.
Dont see why they should change it.
Dont see why they should change it.
- Sat Sep 17, 2016 9:33 am
- Forum: Implemented Suggestions
- Topic: Clock needed to keep in touch with the outside world
- Replies: 18
- Views: 7492
Re: Clock needed to keep in touch with the outside world
That looks like the best solution for OP problem.ssilk wrote:It would be useful, if someone, which finds a good program to display the time in forground and has eventually also the other features (Alarm...), that he posts the links to it here.
- Thu Sep 15, 2016 5:08 pm
- Forum: Ideas and Suggestions
- Topic: clock combinator
- Replies: 23
- Views: 6413
Re: clock combinator
This would be okay i guess.Deadly-Bagel wrote:Clock would have several functions, output signal:
- every x ticks
- every x seconds
- at [time of day]
- ???
- Thu Sep 15, 2016 12:53 pm
- Forum: Ideas and Suggestions
- Topic: clock combinator
- Replies: 23
- Views: 6413
Re: clock combinator
Clock combinator is okay, but what other uses will it have? If its only for this single thing, than should it be really implemented? (You can use separate network with a few accus\radars\combinators to determine what power flow from battaries is now). (Or even 1 constant + 1 decider + 1 solar panel ...
- Thu Sep 15, 2016 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Signal "each" for filter inserters
- Replies: 8
- Views: 2196
Re: Signal "each" for filter inserters
So plug decider combinator with output 1 of resource if resource<100 input to chest and output of it filter inserter, this will set filter for an item if its <100 and this will work. Am I missing a hidden feature here? If you send a signal of an item with count 1 to a filter inserter it will start ...
- Thu Sep 15, 2016 12:31 pm
- Forum: Ideas and Suggestions
- Topic: Signal "each" for filter inserters
- Replies: 8
- Views: 2196
Re: Signal "each" for filter inserters
He means have one Filter Inserter configured for say iron plates and copper plates, linked to a chest and say [Each] < 100. If copper plates fall below 100, it will insert copper plates, and if iron plates fall below 100 it will insert iron plates. However, as inserter circuitry is enable/disable o...
- Thu Sep 15, 2016 11:25 am
- Forum: Ideas and Suggestions
- Topic: Signal "each" for filter inserters
- Replies: 8
- Views: 2196
Re: Signal "each" for filter inserters
I have a chest that contains straight and round pipes. I want there to be 100 of each in the chest and if it is less a filter inserter is to put in some more. I can set up a filter inserter to pick up straight pipes, wire it to the box and enable it when straight pipes < 100. But when I add round p...
- Thu Sep 15, 2016 11:18 am
- Forum: Show your Creations
- Topic: Research Belt Loop
- Replies: 8
- Views: 4899
Re: Research Belt Loop
Just make more science packs than you need, thats it. Belts would fill up and everything works. Overengineering is fun, cant take that from you. :D Also connect all your lamps to a constant combinators that outputs green (or other) color signal and make lamps work all the time, that is much better f...
- Thu Sep 15, 2016 7:03 am
- Forum: Implemented Suggestions
- Topic: [0.13] Make inserter stack bonus individually configurable
- Replies: 111
- Views: 21485
Re: [0.13] Make inserter stack bonus individually configurable
Tbh, why do you need that (ok one use i know is "smart furnace design" but it was shown that it can be worked around)? I really dont see any use of that.... To have a single inserter reliably move more than one item eg for loading trains: A chest with more than one item (for example a log...
- Wed Sep 14, 2016 3:15 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 193245
Re: Uranium Power
changed the json and using on 0.14... really loving it, looks nice.. the detail is amazing. I had a look at your code, and its just mind blowing the detail you have gone into. Small complaint 2x 33MW... Doesn't really give enough power for my needs.... Can we get another building for the 144MW with...
- Wed Sep 14, 2016 12:27 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3773
- Views: 1085127
Re: Development and Discussion
Sulfur dioxide is SO2 so you need 1 Sulfur and 2 Oxygen. But Oxygen is O2 not O (atomic oxygen is quite hard to make). So 1:1 seems the right thing. if you want to go this "far" then you need to revisit all of chemical recipes - since, how can you then create only 1 unit of H2O from hydro...
- Wed Sep 14, 2016 7:41 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3773
- Views: 1085127
Re: Development and Discussion
But Oxygen is O2 not O (atomic oxygen is quite hard to make). So 1:1 seems the right thing.steinio wrote:Sulfur dioxide is SO2 so you need 1 Sulfur and 2 Oxygen.