Search found 159 matches
Re: [MOD 0.12.26] KS Power
So should a large amount of windmills affect performance? I have 15k of them and the debug window shows ks power as taking up a good chunk of CPU. Not sure if it is really KS Power or some other mod.
- Sat Apr 09, 2016 4:13 am
- Forum: Mods
- Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
- Replies: 58
- Views: 46094
Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Oh, huh, sorry.Afforess wrote:See extra addons on the OP.NoriSilverrage wrote:I don't suppose there is a way to get autofill to put ammo in these turrets? Or a way to make blueprints apply the logistics? A bit tough to use it large scale
- Sat Apr 09, 2016 12:59 am
- Forum: Mods
- Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
- Replies: 58
- Views: 46094
Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
I don't suppose there is a way to get autofill to put ammo in these turrets? Or a way to make blueprints apply the logistics? A bit tough to use it large scale
- Sat Apr 09, 2016 12:33 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180907
Re: [0.12.x] RSO Discussion thread
About how far do you need to travel to get double ore density? I'm running out left and right and would like to find patches that last longer. Formula is distance^factor where distance is in regions. With default values it would reach two in 3rd region - thats about 700 tiles from center. There is ...
- Fri Apr 08, 2016 11:26 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180907
Re: [0.12.x] RSO Discussion thread
About how far do you need to travel to get double ore density? I'm running out left and right and would like to find patches that last longer.
- Thu Apr 07, 2016 2:02 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 34815
Re: [MOD 0.12.20+] Logistics Mining 0.2.2 - Mining With Robots
Cool, I'll try it out today. Thanks for the release.
Re: [MOD 0.12.26] KS Power
Gotta say I love the windmills. I've played around 2400 so far and am planning on expanding that. Provides about 30-40% of my power (the rest is steam engines). I'll be making a nuclear plant soon to supplement this. So far oil has been a big problem for me (RSO) so I haven't tried the diesel out ye...
- Wed Apr 06, 2016 8:52 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 34815
Re: [MOD 0.12.20+] Logistics Mining 0.2.1 - Mining With Robots
Ah, despite being a reasonably avid strategy game player, I oddly enough didn't get into starcraft. Yeah I wouldn't mind being able to use a bit less power. Not everyone builds world spanning solar fields. I get about 107MW from steam and a max of 72MW from windmills (KS Power, output varies signifi...
- Wed Apr 06, 2016 6:11 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 34815
Re: [MOD 0.12.20+] Logistics Mining 0.2.0 - Mining With Robots
@NoriSilverrage: Construct Additional Pylons! :D Version 0.2.1 released! Mining Logistics Hubs no longer request more logistics drills than your network has. Existing outstanding extra requests won't go away though, so it may take a few minutes before the annoying beeping stops completely. ;) Oh? H...
- Wed Apr 06, 2016 4:53 pm
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 8823
Re: Refactorio 0.0.1
Well, the whole point of removing burner inserts is that burner generators are now *the* backup energy source. I don't see what this "breaks" when you can simply have a burner generator or two near the boilers to get the steam power going? Edit: See image for example factorioexample.jpg B...
- Tue Apr 05, 2016 2:22 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 34815
Re: [MOD 0.12.20+] Logistics Mining 0.2.0 - Mining With Robots
What is the max number of drills that will be placed. If there is no limit (ie. as much as we provide) there should be an option to define max number. The only thing I don't like with this mod is the constant beeping for missing material for construction. With the limit on number of drills this cou...
- Mon Apr 04, 2016 9:40 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
- Replies: 58
- Views: 46094
Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Afforess - I was thinking about ammobox and remembered there is a similar stacker for the combat shotgun too, so I did some googling, and found this AA-12 combat shotgun (article picture below) with this MD-20 drum (20-round magazine/drum article) and a youtube video to show it off (don't mind the ...
- Thu Mar 31, 2016 12:14 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 298726
Re: [MOD 0.12.27+] SmartTrains 0.3.80
I'm trying to setup a train to only depart a smart stop if a resource is below a certain amount in a series of smart chests. Figured it would be simple but I must be missing something. I connected the chests to a powerline and it is showing 46k. I then connect that to the light on the stop and put ...
- Wed Mar 30, 2016 9:39 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 298726
Re: [MOD 0.12.27+] SmartTrains 0.3.80
I'm trying to setup a train to only depart a smart stop if a resource is below a certain amount in a series of smart chests. Figured it would be simple but I must be missing something. I connected the chests to a powerline and it is showing 46k. I then connect that to the light on the stop and put i...
- Tue Mar 29, 2016 3:40 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 89361
Re: [MOD 0.12.x] Flow Control v1.1.0
Must have mod. Thanks for making this!
- Mon Mar 28, 2016 4:07 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 298726
Re: [MOD 0.12.27+] SmartTrains 0.3.79
Sweet. Thanks for the answer.
Also, awesome mod. Really liking it.
Also, awesome mod. Really liking it.
- Mon Mar 28, 2016 3:50 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 298726
Re: [MOD 0.12.27+] SmartTrains 0.3.79
Is there a way using this mod (or base game I guess) to have a train choose a open station?
For instance, if you have two stations right next to each other, could the train go to the open station? I haven't seen a way to do that, but I'm pretty new to any of the logic systems.
For instance, if you have two stations right next to each other, could the train go to the open station? I haven't seen a way to do that, but I'm pretty new to any of the logic systems.
- Sun Mar 27, 2016 4:11 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
- Replies: 11
- Views: 18240
Re: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
Not sure if this is working as intended but I'm getting a unknown key on research for all the upgrades.
https://www.dropbox.com/s/21k0fsvvbp50c ... 0.jpg?dl=0
https://www.dropbox.com/s/21k0fsvvbp50c ... 0.jpg?dl=0
- Mon Mar 21, 2016 1:28 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 34971
Re: [MOD 0.12.x] Rescaled Evolution Factor
Excellent idea for a mod. Unfortunately it freaked out a bit on me. Started a new game and was placed in a large badlands area. Built a few dozen burner miners and furnaces and after less than a hour evolution was at 30% (!) all from pollution. I had only just started researching and still only had ...