Search found 532 matches
- 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.
- 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.
- 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...
- 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?
Could we get some kind of working light property added, so my electric boilers aren't sad at night?
- 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.
- 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...
- 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...
- 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.
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.
- 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.
- 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.
- 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.
- 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...
- 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 ...
- 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.
You should just be able to ignore either mine or his, I don't expect there to be any negative effect from doing so.
- 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
- 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.
- 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.
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.
- 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...
- 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...
- 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...