How does, "Industrial Item Index" sound as a mod name?engineer13 wrote: ~ snip ~
Search found 228 matches
- Mon May 25, 2015 1:54 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Recipe Configuration Mod
- Replies: 27
- Views: 22503
Re: [Request] Recipe Configuration Mod
- Sun May 24, 2015 10:03 pm
- Forum: General discussion
- Topic: Why don't crafting machines have inserters in their recipes?
- Replies: 12
- Views: 9167
Re: Why aren't crafting machines made with inserters?
The reason is simple: an inserter cannot create things yet. That can only be done by furnace or assemblies (which are handled by the same code). There is nothing, which says, that this might not change in future, but for now this is the only entity besides the player, that can craft stuff.
I'm ...
I'm ...
- Sun May 24, 2015 6:55 am
- Forum: Mods
- Topic: [MOD][WIP] Rocket Express
- Replies: 12
- Views: 28316
Re: [MOD][WIP] Rocket Express
Did you just make a carpet bombing turret while making a rocket-propelled transportation system?
- Sun May 24, 2015 6:53 am
- Forum: General discussion
- Topic: Why don't crafting machines have inserters in their recipes?
- Replies: 12
- Views: 9167
Why don't crafting machines have inserters in their recipes?
No seriously, why don't they?
- Thu May 21, 2015 9:47 am
- Forum: Mods
- Topic: [0.11.X] Burner Lamp
- Replies: 16
- Views: 14276
Re: [0.11.X] Burner Lamp
The following assumes the burner lamp functions as a stone furnace;
Would it be possible to make a recipe thats only used by the Burner Lamp that uses coal as fuel, and as the item to be 'smelted'? And then just set the craft time to very long but low pollution.
Would it be possible to make a recipe thats only used by the Burner Lamp that uses coal as fuel, and as the item to be 'smelted'? And then just set the craft time to very long but low pollution.
- Mon May 18, 2015 5:03 am
- Forum: Texture Packs
- Topic: Cursed stuff
- Replies: 14
- Views: 29413
Re: Cursed stuff
[insert every expletive known to man here] Dayum Yuoki, thats just. Dayum.YuokiTani wrote:Pure Awesome
- Sat May 16, 2015 12:44 am
- Forum: Mods
- Topic: [MOD 0.12.x] Larger Inventory
- Replies: 49
- Views: 100707
Re: [MOD 0.11.x] Larger Inventory
That might be possible but the swapping of the player with the new one while maintaining the inventory would be tricky and problem ridden.
Have the research throw up a button on screen that says "Upgrade Inventory" clicking on it tells you to empty your inventory first. Any reserved and/or ...
Have the research throw up a button on screen that says "Upgrade Inventory" clicking on it tells you to empty your inventory first. Any reserved and/or ...
- Sun May 10, 2015 11:53 pm
- Forum: Mod portal Discussion
- Topic: Mod portal/repository operated by Factorio dev team
- Replies: 10
- Views: 8833
Re: Mod portal/repository operated by Factorio dev team
I guess I'll throw my own suggestion into the mix then. I think the way Starbound handles mods would be usefull.
Starbound Mods
Also of note, after clicking on any mod, scroll to the bottom of its Overview tab. Just above the 'Rate this Resource' bar, Mod Pack and Mod Assets permissions display.
Starbound Mods
Also of note, after clicking on any mod, scroll to the bottom of its Overview tab. Just above the 'Rate this Resource' bar, Mod Pack and Mod Assets permissions display.
- Sun May 10, 2015 3:10 pm
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 35350
Re: [0.11.19] Bulldozer MOD
while writing this i have however seen a possible use for this feature. I may look at adding it to the bulldozer when the endless resource mod is active thus allowing the player to remove depleted ore fields, I would be programming it to operate only when endless resource mod is active and an ore ...
- Tue Apr 28, 2015 9:52 pm
- Forum: News
- Topic: Friday Facts #74 - The brainstorming
- Replies: 106
- Views: 81450
Re: Friday Facts #74 - The brainstorming
In every game I play, the number one thing I love the most is a "new game plus", where I can start over brand new with some (if not all) of my work from a previous play through carrying over. Being able to mine an area until I'm bored, transport it all up to my space platform, and start anew in an ...
- Thu Apr 23, 2015 12:18 pm
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 35350
Re: [0.11.19] Bulldozer MOD
eventually i will probably change the design to be independent from the tank but for the time being i'm happy with the balance. If enough people think it should be adjusted i will defiantly take a serious look at it. (your thoughts please)
in the mean time ill defiantly have a think on the ...
in the mean time ill defiantly have a think on the ...
- Sat Apr 18, 2015 1:24 am
- Forum: Ideas and Suggestions
- Topic: Change curved track rotation to require fewer keypresses
- Replies: 10
- Views: 5393
Re: Change curved track rotation to require fewer keypresses
I'm with SHiRKiT on this one. Rotation order has always felt jumbled. And I understand its current rotation order.SHiRKiT wrote:I still can't =\n9103 wrote: ~ snip ~
- Wed Apr 15, 2015 8:09 am
- Forum: Mods
- Topic: [MOD 0.11.xx] Hardcorio:FoodFarm v.0.0.8 NOW FOREST ALIVE
- Replies: 12
- Views: 16974
Re: [MOD 0.11.xx] Hardcorio:FoodFarm v.0.0.8 NOW FOREST ALIVE
Would it be too much to ask for a mini-mod of just the living-forest? Some people might like that.
- Wed Apr 15, 2015 8:05 am
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 87158
Re: [0.11.X] N.Tech-Chemistry
Instead of having the sulfur removal be its own recipe, why not have it be part of the basic/advanced oil refining recipes?
- Tue Mar 17, 2015 12:45 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 409361
Re: [0.11.x][v0.6.5] Bob's Ore Mod.
if I were to do motors, or electromagnets, I'd probably not use a gear in it for the core, I'd more likely use a recipe that included iron plates and copper wire. I could add a new alloy for the magnetic cores too, but I can't remember what alloy it is they use for that, I'll have to look it up ...
- Mon Mar 16, 2015 3:29 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 409361
Re: [0.11.x][v0.6.5] Bob's Ore Mod.
You may sugest new intermediate items, but keep them limited.
How about copper wire wrapped around iron gears to make crude electromagnetic motors? Possibly even have it require rods as well. They could replace circuit boards in some of the more mechanical items like basic electric inserters ...
How about copper wire wrapped around iron gears to make crude electromagnetic motors? Possibly even have it require rods as well. They could replace circuit boards in some of the more mechanical items like basic electric inserters ...
- Mon Feb 02, 2015 5:32 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 652151
Re: Yuoki Industries 0.2.23 (11.13)
Would it be possible to make a special pipe that only the liquid torque could flow through that would be textured to look like a spinning axle? The more liquid torque flowing throw said pipe, the faster its animation would spin.
Just a thought using the hack-y method.
Better turbines would output ...
Just a thought using the hack-y method.
Better turbines would output ...
- Fri Jan 09, 2015 8:51 am
- Forum: Ideas and Suggestions
- Topic: Construction Oriented Exoskeleton
- Replies: 4
- Views: 4101
Re: Construction Oriented Exoskeleton
You might want to put a taste of actual execution of the idea in, rather than using simple fantasy. But that's just my opinion.
Your idea, your direction. :)
You seem to have grasped the direction I was aiming for rather well, which is construction based. When I went looking for pics though, I ...
Your idea, your direction. :)
You seem to have grasped the direction I was aiming for rather well, which is construction based. When I went looking for pics though, I ...
- Mon Dec 29, 2014 8:02 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Recipe Configuration Mod
- Replies: 27
- Views: 22503
Re: [Request] Recipe Configuration Mod
I hope history doesn't repeat itself here because I really would like to be able to change the recipes where I think it needs it. Thanks for agreeing with me by the way, because I believe that without people to back this idea up, the mod will fail to become recognized/ completed.
I'm more than ...
I'm more than ...
- Mon Dec 29, 2014 12:24 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Recipe Configuration Mod
- Replies: 27
- Views: 22503
Re: [Request] Recipe Configuration Mod
I want this because reasons. Minecraft had something similar that I loved to death.donoya wrote: ~ snip ~