{
type = "recipe",
name = "advanced-accumulator",
enabled = "false",
ingredients = {
{"advanced-circuit", 5},
{"basic-accumulator", 5}
},
result = "advanced-circuit"
}
Just foun a typo in the last line. (Its in the Recipe-data, just switch circuit with accumulator and you should be fine)
Search found 10 matches
- Sun May 19, 2013 11:56 am
- Forum: Mods
- Topic: [MOD 0.6.x] Solar Expansion v0.3.1 (Merging with Industrio)
- Replies: 21
- Views: 24740
- Mon Apr 08, 2013 11:53 am
- Forum: Implemented Suggestions
- Topic: Turrets Magazine Capacity
- Replies: 4
- Views: 8254
Re: Turrets Magazine Capacity
Well i just build it, nothing too special. I provided a line in an earlier game this way and the fortress just existed in my mind until now. Thats what i came up with for now. 64 towers, makes 6400 Munition. The next step, for efficient Spitterusage would be 128 towers and so on :D. Just all that ...
- Sun Apr 07, 2013 10:40 pm
- Forum: Implemented Suggestions
- Topic: Turrets Magazine Capacity
- Replies: 4
- Views: 8254
Re: Turrets Magazine Capacity
I copied the splitter-measure already
. However, it costs room for a giant fortress of doom with 50+ Turrets... all that spitters 


- Sun Apr 07, 2013 6:24 pm
- Forum: Implemented Suggestions
- Topic: Turrets Magazine Capacity
- Replies: 4
- Views: 8254
Turrets Magazine Capacity
Maybe you could treat them as a chest so i could link em with green and red wires? So that i can say that every turret stores 10 magazines before the inserters stop working? The problem i got with them is that it tooks ages to reach the 100 magazines, sure i could support em manually a little bit ...
- Thu Apr 04, 2013 4:10 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1126582
Re: Factorio Roadmap
So new ressources means new recipes for old stuff as well? Sounds great so far, personally i do not have need for MP, unless some serious creeperattacks are coming along with it.
- Wed Apr 03, 2013 1:27 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 368347
Re: [MOD 0.3.x] Treefarm
Interesting... I just compared the file I'd originally downloaded and the one you just uploaded using notepad++'s compare plugin, it says they are a perfect match.
However it does work whereas the other did not. :? :?: :?
edit: um WTF. I just figured I'd try it to see what happens if I copied the ...
However it does work whereas the other did not. :? :?: :?
edit: um WTF. I just figured I'd try it to see what happens if I copied the ...
- Sat Mar 30, 2013 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.3.1] Flamethrower doesn't shoot at target
- Replies: 4
- Views: 5334
Re: Flamethrower doesn't shoot at target [0.3.0]
Same problem here.
- Fri Mar 29, 2013 10:52 pm
- Forum: Releases
- Topic: Version 0.3.0
- Replies: 37
- Views: 37793
Re: Version 0.3.0
Most graphical changes looking great. Especially the old inserters are now looking like um... placeholders :mrgreen:. Good job! Also I like the new stone bricks a lot. However, i do not like the new trees. They are looking like the Earth ones and almost comiclike as well. Imo the old trees had that ...
- Thu Mar 21, 2013 3:17 pm
- Forum: Releases
- Topic: Factorio update (working on 0.3.0)
- Replies: 58
- Views: 48947
Re: Factorio update (working on 0.3.0)
Will there be some new content as well?
- Thu Mar 21, 2013 3:12 pm
- Forum: Spread the Word
- Topic: Factoring the world : advertising the game
- Replies: 8
- Views: 15662
Re: Factoring the world : advertising the game
German Civilisation Community:
http://www.civforum.de/showthread.php?8 ... dem-Nichts
Just wrote a little story about the game and at least one guy bought it already
http://www.civforum.de/showthread.php?8 ... dem-Nichts
Just wrote a little story about the game and at least one guy bought it already
