I can confirm this isn't a mod thing, as i tried it in my creative world.
Search found 10 matches
- Wed Mar 20, 2019 7:09 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.15] Trains with nuclear fuel not reaching max speed.
- Replies: 6
- Views: 5432
- Sat Aug 23, 2014 4:28 pm
- Forum: Mods
- Topic: [MOD 0.10.5+] Moar Inserters! v1.2
- Replies: 25
- Views: 21111
Big Update to v1.2
I got some plans for a "golden" inserter tho, fully customizable but very expensive... Do it! Did it c: I added the "Golden Inserter", that can be configured in any shape or form you can imagine ^^ Also various bugfixes, including the debugMode isnt enabled by default (so sorry ...
- Tue Aug 19, 2014 7:12 pm
- Forum: Modding discussion
- Topic: How much prototypes can factorio handle ?
- Replies: 3
- Views: 6141
Re: How much prototypes can factorio handle ?
K Got some benchmarking up and running. Due to stupid BB-Code not allowing tables, i'll outsource it to google docs, here is the link: https://docs.google.com/spreadsheets/d/1jDY37OsN9GYAQzLgPoaLF44NrlyJ0NBL5kSgrLEb4wg/edit?usp=sharing just rough estimates, you can do benchmarking yourself tho, down...
- Sat Aug 16, 2014 2:26 pm
- Forum: Modding discussion
- Topic: How much prototypes can factorio handle ?
- Replies: 3
- Views: 6141
How much prototypes can factorio handle ?
Well, Hello guys and girls! I am pretty intressted in the limits of factorio... Thats because i currently develop MoarInserters within an Object Oriented way... so i can easily create thousands of prototypes with just 3 lines... More Specific: i currently develop a golden inserter where the user can...
- Fri Aug 15, 2014 3:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.8] Mod-triggered null pointer dereference
- Replies: 5
- Views: 2034
Re: [0.8.8] Mod-triggered null pointer dereference
dont mind me, just a bit of digging here! This issue still exists! Related Links: Post informing me about this bug: https://forums.factorio.com/forum/viewtopic.php?f=14&t=5357&p=41210#p41242 My Help request (in Modding Help) and finally found solution: https://forums.factorio.com/forum/viewt...
- Fri Aug 15, 2014 1:54 pm
- Forum: Mods
- Topic: [MOD 0.10.5+] Moar Inserters! v1.2
- Replies: 25
- Views: 21111
Re: [MOD 0.10.5+] Moar Inserters!
Can u do: 1) long inserter which pick object on 2 blocks and put on 1 block behid itself 2) long inserter which pick object on 1 block and put on 2 blocks behind itself And do these 2 types of inserters rotatable by 90 degrees Similar type of inserter had dytech inserters mod Well i certainly can, ...
- Fri Aug 15, 2014 7:52 am
- Forum: Modding help
- Topic: Crash when opening electric network information
- Replies: 1
- Views: 1554
Crash when opening electric network information
Good morning :D I have a pretty wierd bug in my mod and have no idea on how to fix it, or what exactly causes this issue... Another user pointed this out pretty well here: https://forums.factorio.com/forum/viewtopic.php?f=14&t=5357&p=41299#p41242 Does this mean i have an error in the entity ...
- Thu Aug 14, 2014 5:41 pm
- Forum: Mods
- Topic: [MOD 0.10.5+] Moar Inserters! v1.2
- Replies: 25
- Views: 21111
Re: [MOD 0.10.5+] Moar Inserters!
Heya again :D Sorry for late answer, got some stuff to do irl >.< I will take a look at solving the issue mentioned by drs9999 soon (github issue is created!) SO MUCH THANKS, for all the feedback, i love you all! @dominikh im sorry to cause crashes, but i was successful in reproducing! I will take a...
- Wed Aug 13, 2014 10:32 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Inserter Insanity - AKA; Enough is enough already!
- Replies: 2
- Views: 4328
Re: [Request] Inserter Insanity - AKA; Enough is enough alre
Here you go, not completely following your specification tho:
https://forums.factorio.com/forum/vie ... 210#p41210
https://forums.factorio.com/forum/vie ... 210#p41210
- Wed Aug 13, 2014 10:16 pm
- Forum: Mods
- Topic: [MOD 0.10.5+] Moar Inserters! v1.2
- Replies: 25
- Views: 21111
[MOD 0.10.5+] Moar Inserters! v1.2
Well, hello there! This mod adds a whole bunch of inserters... Basically i took the modular approach, that means u can intercombine any of the following: 5 Types of inserters: basic, fast, smart, alien and golden 4 Ranges (or lengths of arms): short (near side of belt), normal (far side of belt), me...