Victory! Cheers for the +1's everyone.Cordylus wrote:It happened!kovarex wrote: [*]Features
[*]Blueprints can be built over things marked for deconstruction.
[*]Blueprints can be force placed using alternative build mode (shift click).
Search found 16 matches
- Sat Mar 14, 2015 9:30 am
- Forum: Implemented Suggestions
- Topic: Force-place Incomplete Blueprints
- Replies: 31
- Views: 24864
Re: Force-place Incomplete Blueprints
- Sun Dec 21, 2014 4:40 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 41744
Re: [Mod 0.11.x] Belt Blocker
Really liking this mod! It's such a simple little thing but it allows making compact production so much easier, allowing you to use the same belt for multiple things without a bunch of overflow, spill or using smart inserters to remove things and return them.
http://i.imgur.com/ApH4qZT.png
My ...
http://i.imgur.com/ApH4qZT.png
My ...
- Sun Dec 21, 2014 2:50 pm
- Forum: Implemented Suggestions
- Topic: lay repeating underground pipes like power lines
- Replies: 49
- Views: 44627
Re: lay repeating underground pipes like power lines
I don't know if this feature is useful for underground belts. Pipes block the space they are laid on, that's the reason they are used for longer tracks. Belts don't have this problem.
Well, but this would make is consistent with everything else, so I support this idea even for underground belts ...
Well, but this would make is consistent with everything else, so I support this idea even for underground belts ...
- Sun Dec 21, 2014 1:57 pm
- Forum: Implemented Suggestions
- Topic: Wire Pipes - Electronically Controllable Valves
- Replies: 3
- Views: 6430
Wire Pipes - Electronically Controllable Valves
Yet again I feel like I'm probably missing a topic that is bound to exist, but I couldn't find anything using search so...
A simple suggestion that I can only assume is already planned, pipes that we can control with wires.
For example: When there are less than 100 sulfur in the logistics system ...
A simple suggestion that I can only assume is already planned, pipes that we can control with wires.
For example: When there are less than 100 sulfur in the logistics system ...
- Sun Dec 21, 2014 1:48 pm
- Forum: Implemented Suggestions
- Topic: lay repeating underground pipes like power lines
- Replies: 49
- Views: 44627
Re: lay repeating underground pipes like power lines
Oh god, you can? This changes everything!sparr wrote:You can drag-and-run to lay down properly spaced power poles.
Also yes, I support the same functionality for underground pipes, and also for underground belts.
- Sun Dec 21, 2014 1:46 pm
- Forum: Mods
- Topic: [0.10.1+] Hydrogen power
- Replies: 6
- Views: 12062
Re: [0.10.1+] Hydrogen power
infinite generation of a burnable fuel.
Already exists in the form of oil -> solid fuel, seeing as oil wells never truly run out.
Still, being able to turn sunlight (and other power sources through mods, like Wind) into some kind of burnable/solid fuel is a great idea. I'll definitely check it ...
Already exists in the form of oil -> solid fuel, seeing as oil wells never truly run out.
Still, being able to turn sunlight (and other power sources through mods, like Wind) into some kind of burnable/solid fuel is a great idea. I'll definitely check it ...
- Sat Dec 20, 2014 2:10 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 97230
Re: [MOD 0.11.6]Filtered Splitters - Huge stability boost!
Old version crashed every time I tried to craft one. Now it seems to work, going to do some further testing. Looks like this combined with Slipstream Chests could create a really efficient sorting system.
- Tue Dec 16, 2014 2:57 pm
- Forum: Implemented Suggestions
- Topic: Force-place Incomplete Blueprints
- Replies: 31
- Views: 24864
Re: Force-place Incomplete Blueprints
I add, that it would be supercool to place a blueprint above trees, so that the bots will first cut the trees and then place the entity.
I approve of this generally, although cutting trees with the deconstruction print is quite easy already... the problem is that you have to wait for them to ...
I approve of this generally, although cutting trees with the deconstruction print is quite easy already... the problem is that you have to wait for them to ...
- Mon Dec 15, 2014 5:06 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 142801
Re: [0.10.3] RoadWorks 1.06 + Soundless version
Looking forward to seeing this mod patched, looks really good.
- Mon Dec 15, 2014 9:21 am
- Forum: Balancing
- Topic: Reduce stack sizes of buildings
- Replies: 14
- Views: 13145
Re: Reduce stack sizes of buildings
Why not?Nova wrote:The real question is: Why the hell should you place 100 roboports??? o_O

- Mon Dec 15, 2014 9:19 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 85998
Re: [0.11.x] Slipstream Chests - 1.0.2
A single basic chest type whose input/output can be configured with a GUI, removing individual directional chests (getting away from Belt Storage's implementation).
Filtered/indiscriminate output configuration options.
Passive/active provider and requester variants.
Energy requirements for all ...
Filtered/indiscriminate output configuration options.
Passive/active provider and requester variants.
Energy requirements for all ...
- Mon Dec 15, 2014 2:57 am
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 32557
Re: [MOD 0.10.x] Time Display - v1.0.0
It's running fine with 0.11.6 for me, after modifying the folder name.Nova wrote:Does that work with 0.11.6?
- Mon Dec 15, 2014 2:56 am
- Forum: Balancing
- Topic: Reduce stack sizes of buildings
- Replies: 14
- Views: 13145
Re: Reduce stack sizes of buildings
Smart players use smart inserters for this very purpose :twisted: I would actually propose to increase the stacksize of roboports to match whatever it is for other structures.
I hate to be contrary, but I agree with Boogie. Smart Inserters already perfectly control the amount of structures you ...
I hate to be contrary, but I agree with Boogie. Smart Inserters already perfectly control the amount of structures you ...
- Mon Dec 15, 2014 2:00 am
- Forum: Implemented Suggestions
- Topic: Force-place Incomplete Blueprints
- Replies: 31
- Views: 24864
Force-place Incomplete Blueprints
I searched this forum as best as I could to avoid making a duplicate request, but the search functionality on this forum seems rather bad. I apologize if I missed a thread about this subject.
One major annoyance I've ran into when doing large scale building is when edges or previous construction ...
One major annoyance I've ran into when doing large scale building is when edges or previous construction ...
- Mon Dec 15, 2014 1:50 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 85998
Re: [0.11.x] Slipstream Chests - 1.0.2
Welcome new poster.
Congratulations on joining the ranks of hundreds of other forum users that fail to read a topic's last few pages before posting. :roll:
Nah, I read 'em, just wanted to re-iterate things and add my two cents. I figure something requested by many people bears more weight ...
Congratulations on joining the ranks of hundreds of other forum users that fail to read a topic's last few pages before posting. :roll:
Nah, I read 'em, just wanted to re-iterate things and add my two cents. I figure something requested by many people bears more weight ...
- Sun Dec 14, 2014 11:27 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 85998
Re: [0.11.x] Slipstream Chests - 1.0.2
I really like this mod, it reduces the hassle of moving things, having to place down several inserters and do curly loops and all that jazz to get my throughput up. At the same time they feel completely natural, like they belong in the game, and not like some overpowered cheat.
I do however believe ...
I do however believe ...