...one to automatically refuel trains.
Having being used to playing a heavily modded factorio I decided that my first playthrough of .15 be unmodded, with all that new science and nuclear and stuff.
To build my ideal factory, I like trains, all of them. I had 150+ trains running around and using ...
Search found 8 matches
- Thu May 04, 2017 9:01 pm
- Forum: General discussion
- Topic: The only mod I need now is...
- Replies: 9
- Views: 4950
- Thu May 12, 2016 10:59 pm
- Forum: Mods
- Topic: [MOD 0.12.21] Automatic Item Collector
- Replies: 18
- Views: 20698
Re: [MOD 0.12.21] Automatic Item Collector
I would like to see an option to only have a max of X items marked at a time (within that roboport's range)
So, if I just set up a roboport into an area I have been massively bombarding, it won't be calling all of my construction robots from my entire network to pick everything up.
So, say, mark ...
So, if I just set up a roboport into an area I have been massively bombarding, it won't be calling all of my construction robots from my entire network to pick everything up.
So, say, mark ...
- Thu May 12, 2016 10:33 pm
- Forum: Mods
- Topic: [MOD 0.12.21] Automatic Item Collector
- Replies: 18
- Views: 20698
Re: [MOD 0.12.21] Automatic Item Collector
Hello
I think this is very useful. Should have also an option (? per robonetwork) to mine all wood and stone. :)
I like the wood thing, it should be trivial to add that option... Stone though? How?
Really like this mod, thanks.
Is it possible to make it work on personal roboports?
Well, it ...
I think this is very useful. Should have also an option (? per robonetwork) to mine all wood and stone. :)
I like the wood thing, it should be trivial to add that option... Stone though? How?
Really like this mod, thanks.
Is it possible to make it work on personal roboports?
Well, it ...
- Thu May 12, 2016 9:46 pm
- Forum: General discussion
- Topic: Clean or Dirty?
- Replies: 30
- Views: 18221
Re: Clean or Dirty?
Dirty to start with, getting up to around 100-150 steam engines.
After the fourth or fifth coal patch is empty it starts getting tedious, and I switch to solar.
After the fourth or fifth coal patch is empty it starts getting tedious, and I switch to solar.
- Tue Mar 01, 2016 11:07 pm
- Forum: Mods
- Topic: [MOD 0.12.21] Automatic Item Collector
- Replies: 18
- Views: 20698
Re: [MOD 0.12.21] Automatic Item Collector
I kept an eye on this thread for a week, but no comments.
I take this as a compliment - with 200+ downloads it means I written a mod that has no (major) bugs, and does exactly what it says on the tin.
As for the zone expanders, I cannot think of a way. (since there is no UI)
Originally this mod ...
I take this as a compliment - with 200+ downloads it means I written a mod that has no (major) bugs, and does exactly what it says on the tin.
As for the zone expanders, I cannot think of a way. (since there is no UI)
Originally this mod ...
- Tue Feb 02, 2016 8:15 pm
- Forum: Gameplay Help
- Topic: Acquiring Alien Artifacts automatically?
- Replies: 14
- Views: 35511
Re: Acquiring Alien Artifacts automatically?
My solution was this:
https://forums.factorio.com/forum/vie ... 97&t=19411
Use your robots to collect that stuff...
https://forums.factorio.com/forum/vie ... 97&t=19411
Use your robots to collect that stuff...
- Sat Jan 23, 2016 3:15 am
- Forum: Mods
- Topic: [MOD 0.12.21] Automatic Item Collector
- Replies: 18
- Views: 20698
[MOD 0.12.21] Automatic Item Collector
Name: Automatic Item Collector
Description: Roboports have the option to mark items on the ground around them for deconstruction.
License: MIT
Version: 0.0.1
Release: 2016-01-23
Tested-With-Factorio-Version: 12.21
Category:
Tags:
When you open a roboport, an extra checkbox is available at the top ...
Description: Roboports have the option to mark items on the ground around them for deconstruction.
License: MIT
Version: 0.0.1
Release: 2016-01-23
Tested-With-Factorio-Version: 12.21
Category:
Tags:
When you open a roboport, an extra checkbox is available at the top ...
- Mon Aug 17, 2015 10:38 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 125071
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Hi
[using bobelectronics_0.12.2]
Love your mods man!
Played the latest version of Electronics (from the beginning) and have a few observations:
Basic Electronic Boards (BEB) cost a lot. Blue science takes a lot of transistor factories. (my science is only six labs and two BEB assemblers with four ...
[using bobelectronics_0.12.2]
Love your mods man!
Played the latest version of Electronics (from the beginning) and have a few observations:
Basic Electronic Boards (BEB) cost a lot. Blue science takes a lot of transistor factories. (my science is only six labs and two BEB assemblers with four ...