Search found 532 matches

by GotLag
Sat May 20, 2017 12:22 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 89363

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control

Thanks, I'll add it.
by GotLag
Fri May 19, 2017 12:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.10] [kovarex] Boiler doesn't work with electric energy source
Replies: 7
Views: 6785

Re: [0.15.10] [kovarex] Boiler doesn't work with electric energy source

You need fuel in the boiler. Also, engines will flash that yellow icon until they are connected to machines that use power, such as miners, inserters or assemblers.
by GotLag
Fri May 19, 2017 11:43 am
Forum: Resolved Problems and Bugs
Topic: [0.15.10] [kovarex] Boiler doesn't work with electric energy source
Replies: 7
Views: 6785

Re: [0.15.10] [kovarex] Boiler doesn't work with electric energy source

This bug has been resolved. Make sure you have your boilers connected properly, with water coming in the ends, and steam coming out the sides, and make sure you have electrical poles around your steam engines. Here's an example picture: http://i.imgur.com/3ESS3iO.jpg Other than that, the Gameplay He...
by GotLag
Fri May 19, 2017 8:50 am
Forum: Won't implement
Topic: Working light for boilers
Replies: 4
Views: 1365

Working light for boilers

Maybe I'm just blind and/or stupid, but I can't see any way to make a boiler emit light when operating. That is, the light source appears to be innate to the burner energy source.

Could we get some kind of working light property added, so my electric boilers aren't sad at night?
by GotLag
Thu May 18, 2017 2:09 am
Forum: Resolved Problems and Bugs
Topic: [0.15.11] Can't rotate inoperable entity
Replies: 3
Views: 2153

Re: [0.15.11] Can't rotate inoperable entity

Thanks. Still, I'm a little curious as to why this only affects corporeal players.
by GotLag
Wed May 17, 2017 4:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.11] Can't rotate inoperable entity
Replies: 3
Views: 2153

[0.15.11] Can't rotate inoperable entity

Is this a bug or intentional? In Flow Control I set the pipe segments (storage-tank entities) to operable = false to stop the GUI coming up. In sandbox mode (no player entity), they can still be rotated after placement (i.e. when operable = false). If the player has a character then they cannot be r...
by GotLag
Tue May 16, 2017 10:32 am
Forum: Resolved Problems and Bugs
Topic: [0.15.10] [kovarex] Boiler doesn't work with electric energy source
Replies: 7
Views: 6785

[0.15.10] [kovarex] Boiler doesn't work with electric energy source

As per the 0.15.0 changelog: Boiler has now dynamically specified energy source (as inserter and similar). A boiler with an electric energy source won't consume power, it will flash the yellow "unplugged" icon at all times, whether or not it's in range of a power pole. It places no drain o...
by GotLag
Mon May 15, 2017 7:41 am
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9511

Re: [0.15] Side Inserters & Long Inserters

Not practically, no.

You could make blueprints of left and right versions, and put those in your hotbar to place when you need an inserter of the appropriate direction.
by GotLag
Sun May 14, 2017 9:26 pm
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9511

Re: [0.15] Side Inserters & Long Inserters

A ghost is the semi-transparent result when you place a blueprint or use shift-click to place a building.
by GotLag
Sun May 14, 2017 11:05 am
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9511

Re: [0.15] Side Inserters & Long Inserters

It is indeed working. Ghosts, like inserters with no power, don't move the hand when you change the pickup location.
by GotLag
Sun May 14, 2017 4:20 am
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9511

Re: [0.15] Side Inserters & Long Inserters

The long inserter uses more power than the basic, but it's also faster.
by GotLag
Sat May 13, 2017 2:05 pm
Forum: Ideas and Suggestions
Topic: Prototype settings to show fluid arrows on overlay
Replies: 0
Views: 440

Prototype settings to show fluid arrows on overlay

I'm told that currently, whether or not an entity shows fluid in/out arrows on the Alt overlay is set internally on a per-entity-type basis. Could this be changed to be defined in the entity prototype, on a per-fluidbox (or better yet, per-connection) level? For example, my mod Flow Control adds sev...
by GotLag
Fri May 12, 2017 2:53 pm
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 9395

[0.15] Explosive Excavation & Bot Landfill

Explosive Excavation Adds "blasting charges" to place water tiles - the opposite of landfill. Available to research after completing Explosives and Landfill researches. Blasting charges do a small amount of explosive damage to their immediate surroundings on placement. 1.1.1 - 2017/04/29 ...
by GotLag
Thu May 11, 2017 4:19 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 89363

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control

I don't use Angel's mods so I'm not sure what they add.

You should just be able to ignore either mine or his, I don't expect there to be any negative effect from doing so.
by GotLag
Thu May 11, 2017 3:57 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 89363

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control

Add the following to each storage-tank type entity:

Code: Select all

two_direction_only = false
by GotLag
Wed May 10, 2017 10:13 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 89363

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control

Pipes and valves had only two rotations in Factorio 0.15.10, this is now fixed.
by GotLag
Wed May 10, 2017 8:23 am
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9511

Re: [0.15] Side Inserters & Long Inserters

Added support for adjusting ghost/blueprinted inserters.

I've added anti-clockwise rotation (Ctrl+Shift+R) and adjusted the default binds of the hotkeys - toggling near/far now defaults to Ctrl+F, cycling left/middle/right to Ctrl+Shift+F.
by GotLag
Sun May 07, 2017 1:33 am
Forum: Mods
Topic: [0.15] Reactor Interface
Replies: 13
Views: 5585

Re: [0.15 Reactor Interface

HI got, great idea... buuuuuutttt.. could u please make that i can control the reactor? i need some way to switch off the reactor - or make it stop distributing heat. I have a big setup of ~30 reactors and want to stop some from distributing heat when they dont get fuel. Sounds like your reactor se...
by GotLag
Sat May 06, 2017 5:33 am
Forum: Mods
Topic: [0.15, 0.16] Nuclear Fuel
Replies: 19
Views: 16139

Re: [0.15] Nuclear Fuel

Actually, I won't be changing the burn time on breeder fuel. 0.15.7 changed reactors to output the empty cell when burning has completed, so you can use belt sensors and/or inserters to detect burn completion. In addition, I've just released a new mod, Reactor Interface , which makes the reactor's t...
by GotLag
Sat May 06, 2017 5:27 am
Forum: Mods
Topic: [0.15] Reactor Interface
Replies: 13
Views: 5585

[0.15] Reactor Interface

Mod Portal Adds circuit interfaces to each nuclear reactor. Mouse over the interface to see the values, and connect red and green wires to use them in your circuit networks. Output signals Temperature (custom signal with a thermometer icon) Fuel remaining - burn time remaining on the current fuel t...

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