Search found 37 matches
- Sat Jan 16, 2021 2:01 am
- Forum: Maps and Scenarios
- Topic: Factorio Abandoned Colony/Cities (WIP and really large map)
- Replies: 75
- Views: 61932
Re: Factorio Abandoned Colony/Cities (WIP and really large map)
This sooo coool!
- Thu May 24, 2018 1:52 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 42104
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
The recipe category tells me these recipes should be put in centrifuge, so I haven't try chemical (advanced) before.. I'll take a look at latest version. Edit: no, I can't find those recipes in chemical plant. Maybe you forget to add centrifuge category support on chemical plant, or to change the ca...
- Wed May 23, 2018 2:29 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 42104
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
The Nuclear Angelbob extension doesn't list a forum post, so if this isn't suitable here then can delete this. But in the new Angelbob nuclear extension there are multiple recipes converting spent uranium and thorium but i can't seem to find the right building to reprocess spent thorium (or uranium...
- Mon May 21, 2018 1:25 am
- Forum: Texture Packs
- Topic: [No longer available] Old graphics
- Replies: 66
- Views: 28430
Re: WIP: Graphics (image heavy)
You made really cool models! It's a pity that your work abandoned.
- Mon Apr 23, 2018 2:39 am
- Forum: Mods
- Topic: [MOD 0.16] Stationary Fusion Reactors
- Replies: 27
- Views: 10128
Re: [MOD 0.16] Stationary Fusion Reactors
Super cool idea! Can you add an support for omni-compression? It in default ignore weapons, but you may be able to generate corresponsding buildings with its api. I looked at https://mods.factorio.com/mod/omnimatter_compression and the only thing i can see is an item named "Compressed Portable...
- Fri Apr 20, 2018 12:59 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 239031
Re: pY HighTech Discussion
One of the ree-concentrate recipe, that takes water+cyanic-acid+ree-solution, cannot find place to craft What-does-it-really used-for shows that this recipe is taken at centrifugal-pan, but there's no related recipe inside this building. Inventory recipe also shows no "craft at" result.
- Mon Apr 16, 2018 2:37 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 289603
Re: PyCoalTBaA or the PyCoal Angels Patch
Just noticed clay is also a duplicate in angels & pyHightech. And plans to merge them? :D there would be if i had at some point noticed the double clay. i dont know why but even after seeing the two different clay items a few dozen times over the last week or so messing with pyht circuits my br...
- Sun Apr 15, 2018 2:30 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 289603
Re: PyCoalTBaA or the PyCoal Angels Patch
Just noticed clay is also a duplicate in angels & pyHightech. And plans to merge them?
- Sat Apr 14, 2018 8:01 pm
- Forum: Bob's mods
- Topic: Cannot extend my inserter with inserter mod..rare bug?
- Replies: 3
- Views: 1993
Re: Cannot extend my inserter with inserter mod..rare bug?
Only in this old save.bobingabout wrote:So, this issue apears to be specific to this save game, or it still shows up in new games?
- Fri Apr 13, 2018 8:25 pm
- Forum: Bob's mods
- Topic: Cannot extend my inserter with inserter mod..rare bug?
- Replies: 3
- Views: 1993
Cannot extend my inserter with inserter mod..rare bug?
I installed bob's suite on my current save several weeks ago at its end-game, but I didn't realized that every inserter can be extended with bob's inserter mod until I test it with a brave new save. The problem is that none of my inserters can reach more than 1 tile--even for vanilla long inserters....
- Mon Apr 09, 2018 2:17 pm
- Forum: Not a bug
- Topic: [0.16.36] In-game mod panel not show latest version of my mod
- Replies: 2
- Views: 1698
[0.16.36] In-game mod panel not show latest version of my mod
I found this issue by my friend's complain that my mod https://mods.factorio.com/mod/fundamental_physics he got from in-game mod panel is at 0.2.0, while I've already upload 0.3.0 version of it. Mods work fine if we manually download from website. We're both at 0.16.36 so it shouldn't be version's f...
- Wed Apr 04, 2018 6:26 pm
- Forum: Modding help
- Topic: Possible to specific fluid go through specific buildings?
- Replies: 9
- Views: 3064
Re: Possible to specific fluid go through specific buildings?
You could muck around with some hidden collision-box-only entities and weird fluid box connection positions that in combination make it simply impossible for anything built in a normal way to connect to thoes positions. Drawback would be that the arrows don't align nicely with the buildings. That's...
- Sat Mar 31, 2018 12:57 pm
- Forum: Modding help
- Topic: Possible to specific fluid go through specific buildings?
- Replies: 9
- Views: 3064
Re: Possible to specific fluid go through specific buildings?
I got an idea, behause i struugle the Same Problem...... How about Create your Building with specific Fluid and Provide no recipe for the Fluid. create the specific Fluid in a missused specific Boiler or off-Shore pump. So there would be no possibility to Feed a wrong Fluid into your Building witho...
- Sat Mar 31, 2018 1:55 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 529586
Re: [MOD 0.14] AAI Programmable Vehicles
Got a problem when turning ship's AI on while I'm on board: https://i.imgur.com/oqsW61t.png Ships come from this mod: https://mods.factorio.com/mod/ships_extended AI works fine when I'm not on it. Seems to be a conflict with Pavement Driving Assist. Turn off PDA then things goes fine. Edit: got anot...
- Sat Mar 31, 2018 1:50 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 529586
Re: [MOD 0.14] AAI Programmable Vehicles
Is it possible to restrict ships only consider water when path-finding? currently they works fine on the sea but cannot routing against land that blocks the way
- Sat Mar 31, 2018 12:04 am
- Forum: Modding help
- Topic: Possible to specific fluid go through specific buildings?
- Replies: 9
- Views: 3064
Re: Possible to specific fluid go through specific buildings?
OK I got a way to solve this problem. Check every several seconds if any building with fluid-box that dares to keep my particles and destroy them. Hope this can help others.
- Fri Mar 30, 2018 1:48 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53641
Re: [MOD 0.16] Helicopters
Your helicopter is really amazing! The controling system can almost reach the complexity of vanilla train controling system. Can you extends your framework to ships like those in https://mods.factorio.com/mod/ships_extended? These vehicles works pretty simlar: drive directly, travel from one site to...
- Fri Mar 30, 2018 2:09 am
- Forum: Mods
- Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
- Replies: 43
- Views: 22788
Re: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
I made a simple update for this mod on https://mods.factorio.com/mod/long-reac ... ch-upgrade. Hope this help you guys.
- Fri Mar 30, 2018 1:23 am
- Forum: Won't implement
- Topic: Alternate rail category support?
- Replies: 2
- Views: 1330
Alternate rail category support?
Working on the ships mod today trying to add over-sea invisible rails that work as ship routes, but find that currently only "regular" rails are supported. Will custom rail category be added to the todo list in later version?
- Thu Mar 29, 2018 1:12 pm
- Forum: Modding interface requests
- Topic: Forbid specific fluid going through pipe & tank
- Replies: 5
- Views: 1883
Re: Forbid specific fluid going through pipe & tank
Yeah, that's why I hope devs can add such feature with minimum effect to performance.