Search found 533 matches
- Sun Apr 15, 2018 9:23 pm
- Forum: Mods
- Topic: [0.15] Side Inserters & Long Inserters
- Replies: 24
- Views: 11072
Re: [0.15] Side Inserters & Long Inserters
It's a base game limitation.
- Wed Feb 28, 2018 10:43 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88210
Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Off the top of my head, no, unfortunately. The burn rate is defined as a recipe, and recipes are created when Factorio is loaded.
- Fri Feb 16, 2018 6:45 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88210
Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Updated, thanks for the reports.
- Tue Jan 30, 2018 7:12 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 97995
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
I haven't used Angel's, I may have a look on the weekend but no promises.
- Thu Jan 25, 2018 5:27 am
- Forum: Mods
- Topic: [0.15] Explosive Excavation & Bot Landfill
- Replies: 17
- Views: 10837
Re: [0.15] Explosive Excavation & Bot Landfill
A bit more description, please.
- Wed Jan 24, 2018 5:46 am
- Forum: Mods
- Topic: [0.15] Explosive Excavation & Bot Landfill
- Replies: 17
- Views: 10837
Re: [0.15] Explosive Excavation & Bot Landfill
Fixed now, thanks for letting me know.
- Wed Jan 17, 2018 2:20 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 124193
Re: [0.14] Reactors & Atomic Locomotives
I'm unlikely to make a new version, but someone else has made a similar mod:
viewtopic.php?f=93&t=56621
viewtopic.php?f=93&t=56621
- Sat Jan 13, 2018 9:52 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 445144
Re: Friday Facts #225 - Bots versus belts (part 2)
There's no gameplay or visual justification for the limitation.
It adds to the challenge of designing compact belt based factory layouts. Though this particular case is rather trivial.
Maybe you do not enjoy those challenges (which is fine), but it does add to gameplay.
To my mind it detracts ...
It adds to the challenge of designing compact belt based factory layouts. Though this particular case is rather trivial.
Maybe you do not enjoy those challenges (which is fine), but it does add to gameplay.
To my mind it detracts ...
- Sat Jan 13, 2018 9:35 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 445144
Re: Friday Facts #225 - Bots versus belts (part 2)
can you do the same with inserters ?
tell them to put the item in the other side of the belt?
please that would make them easier to build some complex belt layouts
Have you an example where you see magnificent problem without this inserter ability? To make an inserter fill the other side of the ...
tell them to put the item in the other side of the belt?
please that would make them easier to build some complex belt layouts
Have you an example where you see magnificent problem without this inserter ability? To make an inserter fill the other side of the ...
- Sat Jan 13, 2018 8:28 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 445144
Re: Friday Facts #225 - Bots versus belts (part 2)
Any bot nerf can be un-nerfed with mods if you're that concerned.
can you do the same with inserters ?
tell them to put the item in the other side of the belt?
please that would make them easier to build some complex belt layouts
You can do that with mods already, but it would be nice to see ...
can you do the same with inserters ?
tell them to put the item in the other side of the belt?
please that would make them easier to build some complex belt layouts
You can do that with mods already, but it would be nice to see ...
- Sat Jan 13, 2018 4:16 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 445144
Re: Friday Facts #225 - Bots versus belts (part 2)
If you want to make belts powerful and flexible, then please, please, PLEASE give us per-lane control on the splitter GUI. Just a simple enable/disable checkbox for each lane would be enough.
The other addition you could make would be to include the lane-selecting functionality from Side Inserters ...
The other addition you could make would be to include the lane-selecting functionality from Side Inserters ...
- Sat Dec 23, 2017 6:20 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Fuel
- Replies: 19
- Views: 18028
Re: [0.15, 0.16] Nuclear Fuel
Thanks for the tip, will fix that in the morning.
- Sat Dec 23, 2017 10:40 am
- Forum: Mods
- Topic: [0.13] FLAN - the mod formerly known as Wireless Networks
- Replies: 13
- Views: 8274
Re: [0.13] FLAN - the mod formerly known as Wireless Networks
There have been some API changes since 0.14, in the next few days I'll have a look into what it will take to update it to 0.16, and see if I can improve the performance a bit.
- Mon Dec 18, 2017 10:21 am
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Locomotives
- Replies: 36
- Views: 15547
Re: [0.15, 0.16] Nuclear Locomotives
Regular locomotives have 3 slots so they could take up to 3 of the nuclear rocket fuels.
- Sun Dec 17, 2017 10:13 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Fuel
- Replies: 19
- Views: 18028
Re: [0.15] Nuclear Fuel
Argh. That item wasn't included in the changelogs so I missed it. I've moved its unlocking to Rocket Silo tech and updated the migration script so it should be correctly unlocked if you've already researched that.
- Sun Dec 17, 2017 10:10 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Locomotives
- Replies: 36
- Views: 15547
Re: [0.15, 0.16] Nuclear Locomotives
I'm not sure what to with the new nuclear fuel. It appears to be something of a joke item as it's got a fuel value of 1.21 GJ, a stack size of 1.
- Sat Dec 16, 2017 9:39 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Locomotives
- Replies: 36
- Views: 15547
Re: [0.15, 0.16] Nuclear Locomotives
The 0.16 version is up.
- Sat Dec 16, 2017 5:31 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88210
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Updated, and added an in-game setting to control how fast fluids are burned.
- Fri Dec 15, 2017 9:41 pm
- Forum: Modding help
- Topic: Editing an existing mod
- Replies: 14
- Views: 9946
Re: Editing an existing mod
Though, are you sure the licence of the mod allows you to modify it?
(Bob's mods allows any modifications you want to do for personal use, but you're not allowed to share these changes. You are allowed to however write your own mod that changes things within mine)
Any modder who tries to tell ...
(Bob's mods allows any modifications you want to do for personal use, but you're not allowed to share these changes. You are allowed to however write your own mod that changes things within mine)
Any modder who tries to tell ...
- Fri Dec 15, 2017 10:17 am
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Locomotives
- Replies: 36
- Views: 15547
Re: [0.15] Nuclear Locomotives
I didn't realise 0.16 was out, will update soon.