Search found 1067 matches
- Sun May 22, 2016 12:55 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 496
- Views: 573820
Re: Let's see your clever builds
Not if he still wanted to use substations for power distro.
- Sun May 15, 2016 12:11 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 496
- Views: 573820
Re: Let's see your clever builds
This is in too low a resolution to be useful. Can you try again with a larger image?Maja153 wrote:I have a pretty complex design that i uploaded to a section i started as well
- Sun May 15, 2016 11:54 am
- Forum: Mods
- Topic: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)
- Replies: 21
- Views: 31723
- Tue May 10, 2016 1:13 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 357217
Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.2.21
I have literally worked with the equipment in that illustration, and had trained using that illustration.
Not that it's particularly relevant, but the info's available if wanted.
Not that it's particularly relevant, but the info's available if wanted.
- Fri Apr 08, 2016 4:45 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 357217
Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.1.3
Nice work.
Hope it gets incorporated.
Hope it gets incorporated.
- Tue Apr 05, 2016 6:29 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
- Replies: 15
- Views: 27386
Re: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
Yes, but you get out more ore than you put in.fireball wrote:So, "lava plus plate" = stone + ores?
This means you put plates in and get ores back out, meaning you have to smelt them twice?
- Fri Mar 25, 2016 2:04 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 82
- Views: 70854
Re: Can the player be killed by train? (Train kills?!) ☸
Just FYI, this is the opposite of melodramatic.Lukea153 wrote:One thing about Factorio is player deaths are very melodramatic. (You get immediately brought to a "You have been defeated" message).
- Tue Mar 01, 2016 1:49 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 81812
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
.12.21's an old experimental release anyway, and I wouldn't expect that it would.
- Sat Feb 20, 2016 6:17 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 288407
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Code: Select all
* Absent Minded
Player killed while remote controlling a train.
* Wanton Recklessness
Kill a train you're remote controlling.
- Mon Jan 11, 2016 10:14 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 346974
Re: [MOD 0.12.x] Treefarm REDUX
An adaptation is a work based on one or more pre-existing works. What constitutes an adaptation depends on applicable law, however translating a work from one language to another or creating a film version of a novel are generally considered adaptations. In order for an adaptation to be protected b...
- Fri Nov 27, 2015 2:15 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 346974
Re: [MOD 0.12.x] Treefarm REDUX
Unless you're in a huge desert biome, or are using another mod that uses wood, (or the fields) there's very little need for the Lite version.
Most of the time you'll hear Treefarm mentioned, it'll be the All Content version being referenced.
Most of the time you'll hear Treefarm mentioned, it'll be the All Content version being referenced.
- Thu Nov 19, 2015 4:47 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 82
- Views: 70854
Re: Can the player be killed by train? (Train kills?!) ☸
I think you missed this part.ssilk wrote:ratchetfreak wrote:It also doesn't match how the block lights work IRL
- Wed Nov 18, 2015 8:38 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 82
- Views: 70854
Re: Can the player be killed by train? (Train kills?!) ☸
<insert necro comments here> Notice that none of the colors really mean "completely safe". This is very different than what the signals mean when driving a train or driving a car IRL: green is good, yellow is dangerous, red is very dangerous. Completely off on that completely safe irl part...
- Fri Oct 30, 2015 1:26 pm
- Forum: Ideas and Requests For Mods
- Topic: Smart LED Signals
- Replies: 5
- Views: 9291
Re: Smart LED Signals
Year old thread that's already been implemented. good job.
- Tue Aug 25, 2015 8:56 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 496
- Views: 573820
Re: Let's see your clever builds
Off the top of my head, that design is horrible for expanding and scaling. If you add even one train that's longer than your buffer blocks, you have to retrofit *all* your buffer blocks to be long enough, or you've just backed up all the trains that use the intersection behind that train. In the exa...
- Sat Aug 01, 2015 12:18 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 288407
Re: [0.12.x] The Fat Controller. Remote train management
Both I imagine, and seems useful for that purpose.
- Thu Jul 30, 2015 11:52 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 496
- Views: 573820
Re: Let's see your clever builds
Curves.
Busy sections that you need to cross on foot.
Slight protection for power poles.
There's three. Debate the last if you want, that'd be fair, but the first and second are perfectly valid.
Busy sections that you need to cross on foot.
Slight protection for power poles.
There's three. Debate the last if you want, that'd be fair, but the first and second are perfectly valid.
- Mon Jul 20, 2015 12:37 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 70920
Re: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Since the underlying mechanics weren't possible to implement in any traditional fashion, it shouldn't be a surprise that they broke sometimes. But if you knew the handful of specific situations to avoid, it worked as well as any other mod. I suppose most/all of this is a moot point since most of it ...
- Sun Jul 19, 2015 12:17 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 346974
Re: [MOD 0.12.x] Treefarm REDUX
Hear hear!drs9999 wrote:My short and honest response: I don't care, take it or leave it.Everything about downloads
- Sun Jul 19, 2015 12:14 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 70920
Re: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
That seems rather judgmental and premature. .12 just came out 2 days ago. If the people working on it don't check on a daily basis, then it's unreasonable to expect that they would have a patch already ready for release. Furthermore, they could be waiting for the initial bugpatch frenzy to die down,...