Search found 249 matches
- Thu Jun 16, 2016 5:16 am
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 48371
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
currently usign version 0.10.21 of cyber chest. I just started using CyberChest, and even while using "only" version 0.9.2, it has the same problem of no wire network connection. how can i automate input an out puts of items without causign overflow as currently cant conect cyber chest to...
- Tue Jun 14, 2016 1:44 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 162526
Re: [MOD 0.12.x]Factorio Extended 0.1.5
The description of the mod sounds very nice, and i just downloaded it ( but didn't test it yet ). here are some notes of what looked a bit strange to me in the first post (for version 0.1.5, factorio 0.12.33) : All items in blue are vanilla Factorio items so you can compare and contrast. Long Hande...
- Sat Jun 11, 2016 11:26 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 319994
Re: Foreman 0.1.9 - A factory optimisation tool.
Bug: The tool can't really deal with combining multiple recipe outputs. For example, here is a reasonable refinery setup with cracking ... I just had the same problem, and thus came to this forum, but couldn't find any solution or workaround since Jason posted the bug maybe the tests that i did can...
- Mon May 30, 2016 4:55 am
- Forum: Mods
- Topic: Advanced personal roboports
- Replies: 9
- Views: 12625
Re: Advanced personal roboports
What would be the benefit of that? just put down the blueprint, get it built and logi bots fill the requester chests with ammo. As a relatively new mod-using player, I'm still looking around all those nice little mods, and thus i saw this very old question as well as a possible solution to achieve ...
- Mon May 30, 2016 3:00 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.12.x] Klonans Early Game Mods
- Replies: 2
- Views: 13340
Re: [0.12.x] Klonans Early Game Mods
this pack seems to have been made as a snapshot of several mods some time ago.steinio wrote:i installed this pack (had to unzip the file), but i get the game = nil value error from burner leech.
you can get an updated version of the single mods directly, eg Burner Leech (current version 0.1.2 instead of 0.1.0)
- Sun May 29, 2016 12:32 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Auto Launch - Rocket launching mod
- Replies: 10
- Views: 13245
Re: [MOD 0.12.11+] Auto Launch - Rocket launching mod
Version: 0.1.0 Release:2015/12/14 Tested-With-Factorio-Version: 0.12.20 Latest Release: Auto_Launch_0.1.0.zip Is this still the official version, or can/should we use another of the test versions : 0.1.1 - Would you like to test this for me? 0.1.2 - this version shouldn't error like this 0.1.3 - an...
Re: [MOD 0.12.26] KS Power
In answer to a post in the Diesel Generator thread : Yes, exactly what I needed, thank you Klonan :) I completely agree with that, no matter whether it is wind turbines, diesel generators, or anything else. more options to get power in different ways in factorio are always nice, but when it comes to...
Re: [MOD 0.12.26] KS Power
btw: when you (Klonan) combined the power mods into this single one "so you don't have to maintain those individual pages", it might be useful to add a big hint at those threads that the mods and all discussion about them should be handled in this "new" thread, maybe also locking...
- Wed May 25, 2016 1:34 am
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35087
Re: [MOD 0.12.X] Smart Display
Hallo, after doing my first vanilla game (240+ hours :o to research everything , test a lot of mechanics, the trains, etc, and finally start a rocket on a map with only 4 oil spots on 3 locations :evil:), i came to these forums (btw: just registered, doing my first post :D) and started looking for n...