Search found 66 matches

by Zeeth_Kyrah
Sat Jun 25, 2016 10:47 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 343641

Re: MOD [0.12+] Bio-Farm 1.3.0 - Tree Farming Mod & More...

Vanilla now needs concrete: Not going to update if the mod changes vanilla items. I installed for low cpu wood crafting and don't care that much for additional items. Though the extras should maybe be in a separate mod. But if it changes vanilla stuff then I can't decide how much my save relies on ...
by Zeeth_Kyrah
Mon May 16, 2016 9:57 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 104411

Re: [MOD 0.12.x] Smarter Circuitry

If you go grab "Logic Belts", it adds a few more things not found here that compliment Smarter Circuitry, including both Volume (x10 for nice integers) and Temperature sensor pipes - https://forums.factorio.com/viewtopic.php?f=91&t=14824 I agree, plus I noticed the features in Logic B...
by Zeeth_Kyrah
Sat Apr 23, 2016 9:01 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 104411

Re: [MOD 0.12.x] Smarter Circuitry

Hi, Posting in the correct thread now :) Can I make the sensor work on liquids in a tank? I want to be able to sense a full tank, after which the electric switch will turn on cracking of heavy oil to light oil. I'll try the sensor plate combo under the tank and see if that works. There was a change...
by Zeeth_Kyrah
Fri Apr 22, 2016 5:18 pm
Forum: Mods
Topic: [MOD 0.13.x] Bridge Railway
Replies: 16
Views: 17686

Re: [MOD 0.12.x] Bridge Railway

gendalf wrote:
Zeeth_Kyrah wrote: There actually is a concrete bridges mod! I like to use these two together for this reason. :)
Zeeth_Kyrah, link?
Here's the updated Roadways mod with concrete bridges: viewtopic.php?f=94&t=14437
by Zeeth_Kyrah
Thu Apr 21, 2016 10:21 pm
Forum: Mods
Topic: [MOD 0.13.x] Bridge Railway
Replies: 16
Views: 17686

Re: [MOD 0.12.x] Bridge Railway

gendalf wrote:this is kinda pointless without the ability to walk on water :/ Can you make the bridges walkable or suggest a mod that allows to walk on water?
There actually is a concrete bridges mod! I like to use these two together for this reason. :)
by Zeeth_Kyrah
Sat Feb 13, 2016 1:40 am
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 94596

Re: Friday Facts #125 - Achievements

The one issue I'd have with fire is how extreme (fast/far) the spread could get. Sometimes we want to keep the trees around! So I'm with the person who wanted some way to create a fire-break or extinguish fires.
by Zeeth_Kyrah
Mon Jan 04, 2016 1:42 am
Forum: News
Topic: Friday Facts #119 - Happy 2016
Replies: 34
Views: 40366

Re: Friday Facts #119 - Happy 2016

One unfortunate news regarding the Steam release is that our marketing and community specialist Betka, is now longer working with us. At the moment we are looking for a replacement. However this probably means that we will have to do the Steam promotion for the game (namely contacting youtubers / b...
by Zeeth_Kyrah
Sun Jan 03, 2016 7:23 pm
Forum: News
Topic: Friday Facts #119 - Happy 2016
Replies: 34
Views: 40366

Re: Friday Facts #119 - Happy 2016

Please, I'm curious, should it be 'no longer' instead of 'now longer'? I wrote this kind of stuff in another FFF and somebdy said it was older version word that is not used anymore. Is this the same thing? English is not my first language but I would like to know it so please answer me if I'm wrong...
by Zeeth_Kyrah
Sat Jan 02, 2016 2:17 pm
Forum: News
Topic: Friday Facts #119 - Happy 2016
Replies: 34
Views: 40366

Re: Friday Facts #119 - Happy 2016

Good luck with Steam! I think Factorio will see a lovely spike in interest once it hits.

I for one can't wait for 0.13, so I'm glad to hear folks got home safely from vacation.
by Zeeth_Kyrah
Thu Dec 31, 2015 10:37 am
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 45088

Re: [MOD 0.12.x] Logistic Combinators

With this mod would it be possible to build what is missing from a blueprint? That would be really neat. Okay, do you mean, if you use a blueprint but something in the blueprint is not available in your system, and you need it, would you be able to build it? Yes, I think if you already have that it...
by Zeeth_Kyrah
Thu Dec 31, 2015 10:32 am
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 45088

Re: [MOD 0.12.x] Logistic Combinators

One polite question: How difficult would it be to transmit the information wireless? AKA having a sender combinator and a receiver combinator. The senders add all items in their logistic network (equal signals are added like with all other signals), the receivers can ... receive that one or more si...
by Zeeth_Kyrah
Wed Dec 09, 2015 2:46 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 111062

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Nixie Tubes are showing up as vehicles (at random orientations) on the map. Is this known (and unfixable)? That's how the tubes work, as images replacing the car texture. The angle of rotation determines which image is shown. So yes, this is known and unfixable, at least until some other useful met...
by Zeeth_Kyrah
Tue Dec 08, 2015 12:49 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 111062

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Nixie Tubes are showing up as vehicles (at random orientations) on the map. Is this known (and unfixable)? That's how the tubes work, as images replacing the car texture. The angle of rotation determines which image is shown. So yes, this is known and unfixable, at least until some other useful met...
by Zeeth_Kyrah
Thu Nov 26, 2015 5:31 pm
Forum: Mods
Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
Replies: 42
Views: 77723

Re: [MOD 0.12.0] Fluid Barrel (1.0.0)

RocketScientist wrote:Excellent mod! But I never really liked the 'full-color' graphics for the barrels, so I made a set where all the new barrel types are just like regular steel barrels, but with a colored top. Looks a lot cleaner
That certainly does! I like it a lot.
by Zeeth_Kyrah
Fri Oct 30, 2015 11:40 pm
Forum: Mods
Topic: [MOD 0.12.x][0.14.x] SmartLoader_0.3.5 (12.10.16)
Replies: 32
Views: 35078

Re: [MOD 0.12.x] SmartLoader_0.3.1 (29.10.15)

I've been enjoying this mod lately. I have noticed, the smart filter thing that keeps inventories loaded with specific amounts (dang I forget the name the instant I want to talk about it) -- I've been using it to keep a cargo wagon in my ore train loaded with a small amount of coal and repair packs ...
by Zeeth_Kyrah
Thu Oct 22, 2015 1:50 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 348041

Re: [MOD 0.12.x] Treefarm REDUX

Fertiliser is optional. But you don't need coal at all. If I take the coal out, the "no fuel" icon starts flashing above the chest next to the tree farm. It will do that until it is supplied with enough germlings to fill the field and keep one or more in the supply slot. Maybe you need an...
by Zeeth_Kyrah
Wed Oct 21, 2015 11:14 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 348041

Re: [MOD 0.12.x] Treefarm REDUX

UntouchedWagons wrote:I put a treefarm on grass, gave it germlings and coal and nothing's happening.
Germlings and *fertilizer* are what you want to put in it.
by Zeeth_Kyrah
Tue Sep 29, 2015 12:53 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 72383

Re: [MOD 0.12.x] SimpleTeleporters

So this mod isn't actually stable to use for MP games? It appears to be stable, but not player-specific. I've seen this problem in Minecraft before, when multiplayer was added -- a lot of stuff was not player-specific, so everyone would get an effect the mod added, instead of only the player who in...
by Zeeth_Kyrah
Mon Sep 07, 2015 10:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
Replies: 29
Views: 57397

Re: [MOD 0.12.x] Roadworks 3.0 - Bridges!

jockeril wrote:I've just remembered another thing - There's a rail bridge mod !
That's awesome! Does it work on 0.12? Can I have two mods in one?
by Zeeth_Kyrah
Mon Sep 07, 2015 10:07 pm
Forum: Mods
Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
Replies: 29
Views: 57397

Re: [MOD 0.12.x] Roadworks 3.0 - Bridges!

Honestly, I'd have the rail bridge be a second placeable structure. No transport belts, no machines, merely a foot/vehicle bridge and a rail bridge (combine a straight rail with a bridge tile). Anything else is unnecessary. I don't want to add yet another mod like Landfill no matter how good it is, ...

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