Search found 358 matches
- Thu Oct 08, 2015 9:18 pm
- Forum: Ideas and Requests For Mods
- Topic: A Mountain of Ideas
- Replies: 9
- Views: 12588
Re: A Mountain of Ideas
I made an attempt at the inline crafting idea some time ago but failed. I am interested to see if someone else can get it to work.
- Wed Oct 07, 2015 10:16 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Burner Generator
- Replies: 40
- Views: 58477
Re: [MOD 0.12.x] Burner Generator
How does it generate power by just burning coal? What are the physics you are using here?! :P
https://en.wikipedia.org/wiki/Stirling_engine The stirling engine design is a closed loop system, meaning that the fluids used to convert the heat to electric energy are not lost (i.e. not vented.)
But ...
https://en.wikipedia.org/wiki/Stirling_engine The stirling engine design is a closed loop system, meaning that the fluids used to convert the heat to electric energy are not lost (i.e. not vented.)
But ...
- Wed Oct 07, 2015 3:17 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Burner Generator
- Replies: 40
- Views: 58477
Re: [MOD 0.12.x] Burner Generator
How does it generate power by just burning coal? What are the physics you are using here?! 
- Tue Oct 06, 2015 11:54 am
- Forum: Modding discussion
- Topic: Bidirectional belt
- Replies: 5
- Views: 13230
Re: Bidirectional belt
There was this amazing russian guy that made a belts mod with tons of features. I am not sure if he figured this out though. He was banned or something b/c he refused to post in english.
- Tue Oct 06, 2015 11:23 am
- Forum: Modding help
- Topic: [Solved]How can I change the storage amount of my tank?
- Replies: 4
- Views: 5826
Re: How can I change the storage amount of my tank?
the liquid storage tanks are handled as really large pipes. Just change the base_area in the entity type.
- Tue Oct 06, 2015 11:10 am
- Forum: Modding help
- Topic: Infinite resource with probability
- Replies: 8
- Views: 10770
Re: Infinite resource with probability
I played around with probabilities for mining ores some time ago. As I recall, the numbers worked out in the long term across multiple miners.
I am not sure about this but I believe i had the probabilities sum up to 1.
I am not sure about this but I believe i had the probabilities sum up to 1.
- Sat May 30, 2015 3:40 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 122308
Re: Suggestions
No worries. I just used the console to create the necessary 20 adv circuits and destroyed the ingredients, and from there it works :D .
Do you have the mod on github or similar? I'm really interested in modding, and would like to start out by contributing to something I like, if you will accept my ...
Do you have the mod on github or similar? I'm really interested in modding, and would like to start out by contributing to something I like, if you will accept my ...
- Tue May 26, 2015 8:50 am
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 122308
Re: [MOD 0.11.15] Cartmen's Complete Overhaul [ALPHA v0.2.0]
Call me silly :D but how do I make bronze with current 0.2.0 alpha? I do have both the hg copper and tin ores, but it just tells me it can't be crafted barehanded, and the "crafted in" hint is just plain empty :(
I forgot to add a recipe to make bronze without a crusher. And to research the ...
I forgot to add a recipe to make bronze without a crusher. And to research the ...
- Tue May 26, 2015 8:43 am
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 122308
Re: Suggestions
Hey Cartmen
New factorio player here, who mostly bought it for the mods, and I'm really enjoying it so far, especially yours!
But is there a bug with the Advanced Circuits? The vanilla recipe is gone, and it can only be crafted in the Electronics Assembler 2, which in itself requires Adv. Circuits ...
New factorio player here, who mostly bought it for the mods, and I'm really enjoying it so far, especially yours!
But is there a bug with the Advanced Circuits? The vanilla recipe is gone, and it can only be crafted in the Electronics Assembler 2, which in itself requires Adv. Circuits ...
- Sun Apr 26, 2015 9:26 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 122308
Re: Suggestions
I am working on it but progress is slow. Got a lot of things on my mind these days.
- Sun Apr 05, 2015 3:02 pm
- Forum: Ideas and Requests For Mods
- Topic: Corner "splitter"
- Replies: 8
- Views: 6109
Re: Corner "splitter"
Do I understand it right that what you want is items on a belt going around the corner without getting more spacing between them?
I don't think any system in this game is quite perfect but if you're not familiar with loss less corners watch Negative Root's fixit series.
can you give me a link ...
I don't think any system in this game is quite perfect but if you're not familiar with loss less corners watch Negative Root's fixit series.
can you give me a link ...
- Sun Apr 05, 2015 8:50 am
- Forum: Ideas and Requests For Mods
- Topic: Corner "splitter"
- Replies: 8
- Views: 6109
Re: Corner "splitter"
Do I understand it right that what you want is items on a belt going around the corner without getting more spacing between them?
I don't think any system in this game is quite perfect but if you're not familiar with loss less corners watch Negative Root's fixit series.
can you give me a link ...
I don't think any system in this game is quite perfect but if you're not familiar with loss less corners watch Negative Root's fixit series.
can you give me a link ...
- Fri Apr 03, 2015 1:18 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 122308
Suggestions
If you have any suggestions please post them here.
- Fri Apr 03, 2015 1:15 pm
- Forum: Mods
- Topic: [11.20] Cartmen's Modular Mods [BETA]
- Replies: 0
- Views: 7190
[11.20] Cartmen's Modular Mods [BETA]
Cartmen's Modular Mods
These mods can be used in any combination possible. Using multiple modules together can change recipes. For example using electronic overhaul and oil&gas together will unlock a tier3 recipe for integrated circuits and a recipe to produce a chemical needed in the production ...
These mods can be used in any combination possible. Using multiple modules together can change recipes. For example using electronic overhaul and oil&gas together will unlock a tier3 recipe for integrated circuits and a recipe to produce a chemical needed in the production ...
- Fri Apr 03, 2015 10:29 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Upgraded furnace mod (stand alone)
- Replies: 1
- Views: 2707
Re: [Request] Upgraded furnace mod (stand alone)
I can help you out. Are there any specific stats you had in mind? (for example smelting speed or energy consumption)
- Fri Apr 03, 2015 10:27 am
- Forum: Ideas and Requests For Mods
- Topic: Corner "splitter"
- Replies: 8
- Views: 6109
Re: Corner "splitter"
Do I understand it right that what you want is items on a belt going around the corner without getting more spacing between them?
- Tue Mar 31, 2015 9:13 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 122308
Re: [MOD 0.11.15] Cartmen's Complete Overhaul [ALPHA v0.2.0]
haven't looked at it yet.aklesey1 wrote:Any good news about graphics for ores with different grades as you want before?
- Mon Mar 30, 2015 9:08 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 122308
Re: [MOD 0.11.15] Cartmen's Complete Overhaul [ALPHA v0.2.0]
I'ts getting quiet around here. Are you on duty Mr. Cartmen?
After a few re-plays of factorio (v. 11.14) with your mod (as it is in update 0.2.0) I think it runs pretty smooth. Besides some minor balance issues and the Graphics up until now it's realy fun to play. I like this mod more than ever ...
After a few re-plays of factorio (v. 11.14) with your mod (as it is in update 0.2.0) I think it runs pretty smooth. Besides some minor balance issues and the Graphics up until now it's realy fun to play. I like this mod more than ever ...
- Tue Mar 17, 2015 10:05 pm
- Forum: Modding help
- Topic: Decrease radar scanning time
- Replies: 3
- Views: 1875
Re: Decrease radar scanning time
you're welcome 
- Tue Mar 17, 2015 9:44 am
- Forum: Modding help
- Topic: Decrease radar scanning time
- Replies: 3
- Views: 1875
Re: Decrease radar scanning time
I believe it has something to do with the energy_per_sector and the energy_usage.