Search found 532 matches
- Fri Jun 02, 2017 7:44 am
- Forum: Mods
- Topic: [0.15] Side Inserters & Long Inserters
- Replies: 24
- Views: 9518
- Fri Jun 02, 2017 3:40 am
- Forum: Mods
- Topic: [0.15] Side Inserters & Long Inserters
- Replies: 24
- Views: 9518
Re: [0.15] Side Inserters & Long Inserters
Today's 0.15.18 update reversed the new behaviour, so I'll fix it in a few hours when I get home from work.
- Wed May 31, 2017 10:06 pm
- Forum: Won't implement
- Topic: Working light for boilers
- Replies: 4
- Views: 1365
Re: Working light for boilers
I don't need flicker, just some kind of light when functioning. Entities like furnaces support having a working light independent of the energy source, but boilers don't.
- Wed May 31, 2017 9:43 pm
- Forum: Mods
- Topic: [0.15] Automatic Coupler
- Replies: 47
- Views: 23793
Re: [0.15] Automatic Coupler
I'm going to make some significant changes to how this mod works, hopefully should be coming by the weekend. These will make it much more useful and flexible, but there are a few problems to overcome first.
- Wed May 31, 2017 9:25 pm
- Forum: Mods
- Topic: [0.15] Explosive Excavation & Bot Landfill
- Replies: 17
- Views: 9401
Re: [0.15] Explosive Excavation & Bot Landfill
That's a known problem, to do with the way Factorio's tile placement checks create more land (the minimum wight/height of a piece of land is 2 tiles). There's no easy fix (computationally or programmatically) that I'm aware of. It's the same reason you can't completely cut off a piece of land using ...
- Sun May 28, 2017 6:43 am
- Forum: Mods
- Topic: [0.15] Automatic Coupler
- Replies: 47
- Views: 23793
Re: [0.15] Automatic Coupler
I've added a screenshot and explanation of a working demonstration track. That train will happily move back and forth, alternating between picking up and dropping off the wagon.
- Sun May 28, 2017 3:47 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79927
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Hello, The latest version seems to be causing an issue with item textures, I'm playing the latest Bobs+Angels with Flare Stack (2.1.3) It causes the barrelled items to have the "no" symbol (Red circle with diagonal line) on top of their texture when on belts and in storage/inventory, happ...
- Sun May 28, 2017 2:04 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79927
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Actually I found the issue, the issue is your mod does not make a check to see if the pumpjack exists, it just assumes it does and goes ahead stuffing it up. Actually , the issue is that Omnimatter deletes items in data-final-fixes, after Flare Stack has created the recipes to incinerate them. Ther...
- Fri May 26, 2017 2:38 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79927
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
What other mods are you running?
- Fri May 26, 2017 9:07 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79927
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Fixed, now has incineration recipes for ammo, guns, equipment, etc. Also now shows the item/fluid being destroyed, not just the empty red circle.
- Thu May 25, 2017 11:53 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 92527
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Boilers have always been 50% efficient.
I consider it a convenience tax - going electric hugely simplifies your logistics, so it seems fair that you pay an energy premium.
I consider it a convenience tax - going electric hugely simplifies your logistics, so it seems fair that you pay an energy premium.
- Thu May 25, 2017 11:45 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79927
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Here are the German (de) Translations for your mod. Added. Please add at least a recipe for wood, as I need a way to dispose of tons of wood in my factories. Another alternative would be adding a new flare stack just for fuel. The recipe generation algorithm now compares chemical fuel values with c...
- Thu May 25, 2017 7:33 am
- Forum: Mods
- Topic: [MOD 0.14] Train Coupler
- Replies: 33
- Views: 17314
Re: [MOD 0.14] Train Coupler
I have a working mod for 0.15 that allows for coupling and uncoupling, controlled by circuit signals provided to the station: Automatic Coupler
- Wed May 24, 2017 5:25 pm
- Forum: Mods
- Topic: [0.15] Automatic Coupler
- Replies: 47
- Views: 23793
[0.15] Automatic Coupler
Mod Portal Now you can connect/disconnect trains through the magic of circuits! This mod adds two new virtual signals, couple and uncouple . When a train stops at a station receiving either (or both!) of these signals, it will attempt to couple and/or uncouple the train accordingly. If a station is...
- Wed May 24, 2017 3:45 am
- Forum: Mods
- Topic: [0.15] Reactor Interface
- Replies: 13
- Views: 5589
Re: [0.15 Reactor Interface
Another option is to use an arithmetic combinator to sum fuel count and fuel remaining, and only insert a cell if the result is 0.
In addition, sometimes it's better to use a basic inserter than a fast one.
In addition, sometimes it's better to use a basic inserter than a fast one.
- Wed May 24, 2017 2:22 am
- Forum: Mods
- Topic: [0.15] Reactor Interface
- Replies: 13
- Views: 5589
Re: [0.15 Reactor Interface
Correct me if I'm wrong, but isn't that only 2 seconds at most? However, the OP talks about the potential for using wires to shut down or pause fission, and I'm against that as a mod option, because it is an intrinsic element of the design, it seems, that once you put fuel into a Reactor, it'll keep...
- Tue May 23, 2017 5:30 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79927
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Fixed. The solution is to remove the position entry in the smoke definition and replace it with north_position , south_position , east_position and west_position . While I was at it, I also changed the incinerator recipe generation, so it's no longer possible to incinerate chemical fuel (eg wood, co...
- Tue May 23, 2017 5:12 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79927
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Oh, I'm an idiot. It's because I'm only specifying the one smoke emission point, and that rotates with the entity. I'm fixing it now.
- Tue May 23, 2017 3:51 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79927
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
I was testing some things today and noticed that the smoke from the fueled incinerator was way out to the left of the entity. Changing the position value on the smoke from {0.0, -4} to {4.0, 0} fixed it, which was odd -- I would have expected position to use {x, y} offsets. Can anyone else confirm ...
- Sun May 21, 2017 4:56 am
- Forum: Won't implement
- Topic: Working light for boilers
- Replies: 4
- Views: 1365
Re: Working light for boilers
Whoops, I forgot to specify that the boiler in question has an electric power source.