For anyone else who also likes burning small electric poles.
https://mods.factorio.com/mod/Small_Pole_As_Fuel
Search found 11 matches
- Sat Mar 02, 2019 8:33 pm
- Forum: Not a bug
- Topic: [0.17] "Small Electric Pole cannot be used as fuel"
- Replies: 4
- Views: 1679
- Fri Mar 01, 2019 10:46 pm
- Forum: Not a bug
- Topic: [0.17] "Small Electric Pole cannot be used as fuel"
- Replies: 4
- Views: 1679
Re: [0.17] "Small Electric Pole cannot be used as fuel"
Okay, ill go make a mod now ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Fri Mar 01, 2019 10:42 pm
- Forum: Not a bug
- Topic: [0.17] "Small Electric Pole cannot be used as fuel"
- Replies: 4
- Views: 1679
[0.17] "Small Electric Pole cannot be used as fuel"
Literally unplayable.
The early-mid game transition tradition of dumping all your small poles into steam boilers will be greatly missed.
The early-mid game transition tradition of dumping all your small poles into steam boilers will be greatly missed.
- Tue Feb 26, 2019 9:16 pm
- Forum: Duplicates
- Topic: [0.17.0] Scenario level caused a non-recoverable error after mining scrap metal in tutorial
- Replies: 1
- Views: 836
[0.17.0] Scenario level caused a non-recoverable error after mining scrap metal in tutorial
Error while running event level::on_tick (ID 0)
LuaEntity belongs to surface template (index 1) but a LuaEntity belonging to surface nauvis (index 0) was expected.
stack traceback:
__base__/lualib/compi.lua:201: in function 'indicate'
__base__/lualib/npe/helper-branches.lua:1024: in function 'init ...
LuaEntity belongs to surface template (index 1) but a LuaEntity belonging to surface nauvis (index 0) was expected.
stack traceback:
__base__/lualib/compi.lua:201: in function 'indicate'
__base__/lualib/npe/helper-branches.lua:1024: in function 'init ...
- Sat Oct 06, 2018 9:47 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 122994
Re: [MOD 0.15] AAI Industry
Hi, discovered a bug with the vehicle burner generator. It is in the 'crawler' construction vehicle equipment grid with a vehicle construction roboport.
I loaded the burner gen with fuel and then gave the crawler a command to move towards a forest marked for deconstruction.
When the crawler ...
I loaded the burner gen with fuel and then gave the crawler a command to move towards a forest marked for deconstruction.
When the crawler ...
- Fri Jun 01, 2018 11:19 pm
- Forum: Railway Setups
- Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
- Replies: 156
- Views: 107508
Re: [Experiment] Unloading 4 compressed blue belts per wagon.
I use this design. Each full express belt takes items from three unloading buffer chests almost evenly, the chest that must output more has a larger buffer in the form of two extra chests. Having two of these mirrored takes items from all six unloading buffer chests on one side of the train to ...
- Sun May 08, 2016 3:00 pm
- Forum: Won't fix.
- Topic: [0.12.33] Biters walking out of radar range get stuck on map
- Replies: 7
- Views: 4053
Re: [0.12.33] Biters walking out of radar range get stuck on map
Hi,
This is because the bites are walking out of vision. When biters are no longer in vision their last know position is kept on the map. When the biters wander out of vision their last known position is right on the edge of vision, this can sometimes form red lines when the biters that wandered ...
This is because the bites are walking out of vision. When biters are no longer in vision their last know position is kept on the map. When the biters wander out of vision their last known position is right on the edge of vision, this can sometimes form red lines when the biters that wandered ...
- Sun May 08, 2016 2:43 pm
- Forum: Ideas and Requests For Mods
- Topic: Rail overpass?
- Replies: 1
- Views: 1276
Re: Rail overpass?
Hi,
Found this mod called Rail Crossing but It was last updated for 0.11
viewtopic.php?f=87&t=13151&p=88075&hilit=rail#p88075
Found this mod called Rail Crossing but It was last updated for 0.11
viewtopic.php?f=87&t=13151&p=88075&hilit=rail#p88075
- Sun May 08, 2016 1:13 pm
- Forum: Modding help
- Topic: Controlling rail signals
- Replies: 2
- Views: 1382
Re: Controlling rail signals
Hi,
There is a mod that adds a rail switch called "Rail logic system" and can be found at viewtopic.php?f=93&t=14105&hilit=logic+rail
Hope this helps.![Smile :)](./images/smilies/icon_e_smile.gif)
There is a mod that adds a rail switch called "Rail logic system" and can be found at viewtopic.php?f=93&t=14105&hilit=logic+rail
Hope this helps.
![Smile :)](./images/smilies/icon_e_smile.gif)
- Mon Aug 10, 2015 7:07 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 46181
Re: [Mod 0.12.x] Logistic Combinators
This is great for my latest multi-functioning furnace setup, I had to wire every single logic chest to every single smart inserter to every single power pole just to us my own combinatory logic with robots. This will cut down on the fiddly wire placement ten fold!
EDIT: I can't seem to get the ...
EDIT: I can't seem to get the ...
- Sat Aug 01, 2015 2:15 pm
- Forum: Spread the Word
- Topic: Factorio screenshot submissions
- Replies: 24
- Views: 48450
Re: Factorio screenshot submissions
Hello, here are a few screenshots of mid and late game setups. I hope they help.
http://i.imgur.com/P6vqmcsh.jpg http://i.imgur.com/P6vqmcsundefined.jpg
http://i.imgur.com/C3RKecvh.jpg http://i.imgur.com/C3RKecvundefined.jpg
http://i.imgur.com/uSX3eJch.jpg http://i.imgur.com/uSX3eJcundefined ...
http://i.imgur.com/P6vqmcsh.jpg http://i.imgur.com/P6vqmcsundefined.jpg
http://i.imgur.com/C3RKecvh.jpg http://i.imgur.com/C3RKecvundefined.jpg
http://i.imgur.com/uSX3eJch.jpg http://i.imgur.com/uSX3eJcundefined ...