Search found 66 matches
- 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 ...
- 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...
- 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...
- 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
Here's the updated Roadways mod with concrete bridges: viewtopic.php?f=94&t=14437gendalf wrote:Zeeth_Kyrah, link?Zeeth_Kyrah wrote: There actually is a concrete bridges mod! I like to use these two together for this reason.
- 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
There actually is a concrete bridges mod! I like to use these two together for this reason.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?
- 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.
- 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...
- 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...
- 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.
I for one can't wait for 0.13, so I'm glad to hear folks got home safely from vacation.
- 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...
- 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...
- 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...
- 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...
- 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)
That certainly does! I like it a lot.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
- 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 ...
- 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...
- 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
Germlings and *fertilizer* are what you want to put in it.UntouchedWagons wrote:I put a treefarm on grass, gave it germlings and coal and nothing's happening.
- 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...
- 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!
That's awesome! Does it work on 0.12? Can I have two mods in one?jockeril wrote:I've just remembered another thing - There's a rail bridge mod !
- 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, ...