Search found 60 matches
- Mon May 02, 2016 5:28 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
- Replies: 29
- Views: 55337
Re: [MOD 0.12.x] Roadworks 3.0 - Bridges!
I wish I could place rails on these.
- Thu Apr 14, 2016 2:46 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 130871
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.15
I wish there was a background for the information panel. My base is in the desert and reading lime green text against a yellow background is difficult.
- Tue Apr 12, 2016 8:43 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 298959
Re: [MOD 0.12.27+] SmartTrains 0.3.81
a double headed train might be L-CCCC-L. That's not what double headed means. Double Heading is the practice of having two locomotives at the front. That being said, if I have multiple double-headed trains is SmartTrains smart enough to send them to the same refueling station regardless of the numb...
- Thu Apr 07, 2016 2:15 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 298959
Re: [MOD 0.12.27+] SmartTrains 0.3.81
What's the panel where I set trains to leave only if their wagons are full or empty? I can't find it.
- Thu Oct 29, 2015 1:21 am
- Forum: Modding help
- Topic: Having difficulty changing the recipe of the T3 assembler
- Replies: 9
- Views: 8704
Re: Having difficulty changing the recipe of the T3 assembler
Thanksprg wrote:No, [2][2].DaveMcW wrote:You want [2][1].
How do you make the game print that stuff? I triedkeyboardhack wrote:All that stuff
Code: Select all
/c print(data.raw.recipe["assembling-machine-3"])
- Wed Oct 28, 2015 9:37 pm
- Forum: Modding help
- Topic: Having difficulty changing the recipe of the T3 assembler
- Replies: 9
- Views: 8704
Having difficulty changing the recipe of the T3 assembler
I want to make the tier 3 assembler use only one tier 2 assembler but I'm having a hell of a time doing it. If I put data.raw.recipe["assembling-machine-3"].ingredients[1][2] = 1 That changes to number of speed modules needed even though speed modules are the first thing defined as an ingr...
- Thu Oct 22, 2015 1:39 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328718
Re: [MOD 0.12.x] Treefarm REDUX
If I take the coal out, the "no fuel" icon starts flashing above the chest next to the tree farm.PiggyWhiskey wrote:Fertiliser is optional. But you don't need coal at all.
- Wed Oct 21, 2015 4:11 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328718
Re: [MOD 0.12.x] Treefarm REDUX
I put a treefarm on grass, gave it germlings and coal and nothing's happening.
- Wed Oct 21, 2015 2:43 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328718
Re: [MOD 0.12.x] Treefarm REDUX
I'm using TF lite 0.2.0 with DyTech (core: 1.3.0, machine: 1.1.1, power: 1.1.3), how do I get the tier 1 farm to place rubber seeds?
- Fri Oct 16, 2015 7:10 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181069
Re: [0.12.x] RSO Discussion thread
Is it safe to remove RSO after generating a portion of the map? I'm playing on a map with restricted height and have generated about 500 blocks of terrain, removed RSO then traveled about 400 blocks and haven't seen any ore or oil spouts
- Mon Jan 26, 2015 9:13 pm
- Forum: Ideas and Suggestions
- Topic: [Request] New rails
- Replies: 14
- Views: 14522
Re: [Request] New rails
Well they'd have to be 4 tiles wide because straight track is two tiles wide but yes I agree. Narrow s-bends would be great.Morofry wrote:At the very least I would like to see smother/wider curves and 3 rail-tile wide S-curves (for making narrower passing sidings and crossovers)
- Mon Jan 26, 2015 6:20 pm
- Forum: Mods
- Topic: [MOD 0.12] Default request amount change
- Replies: 18
- Views: 24205
- Fri Jan 23, 2015 7:55 pm
- Forum: Mods
- Topic: [0.9.8+]Tweaked Module Recipes
- Replies: 1
- Views: 2220
[0.9.8+]Tweaked Module Recipes
This mod adjusts the Efficiency 3 and Productivity 3 modules to use 4 tier 2's rather than 5. That's it. I made this in response to what I consider an inconsistency in module recipes. I've tested it with 0.11.13 but I think it should work with 0.9.8 since I doubt recipe structure would be changed an...
- Thu Jan 22, 2015 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.11] Default logistic value shouldn't be one stack
- Replies: 23
- Views: 9976
Re: [0.11.11] Default logistic value shouldn't be one stack
Sure there is: 1. There's no need for an overly complex solution when a equally effective, but far simpler one, is staring you right in the face like a hungry cat. There's also no need to fix something that wasn't broken.Martc wrote:Yes there is no good default value for everyone.
- Tue Jan 20, 2015 11:58 pm
- Forum: Not a bug
- Topic: Number of tier 2 modules required for tier 3's inconsistant
- Replies: 2
- Views: 2213
Re: Number of tier 2 modules required for tier 3's inconsist
Well that was unexpected.
- Tue Jan 20, 2015 10:39 pm
- Forum: Not a bug
- Topic: Number of tier 2 modules required for tier 3's inconsistant
- Replies: 2
- Views: 2213
Number of tier 2 modules required for tier 3's inconsistant
In order to make a tier 3 speed module, you need 4 tier 2 modules, but to make a tier 3 efficiency or production module you need 5 tier 2's.
- Sun Jan 18, 2015 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.12]CPU-managed trains bunch up behind manual train
- Replies: 4
- Views: 1837
[0.11.12]CPU-managed trains bunch up behind manual train
http://i.imgur.com/HPH1s3L.jpg In this picture, two trains are shown (there are more but I didn't make the screenshot params large enough). The one on the right is my copper ore train but it is stopped since all my storage chests are full of copper plates. Even though there is an available path arou...
- Sat Jan 17, 2015 3:43 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339590
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Yeah I'm using 0.0.8. When I place a tanker down, the bit that holds the fluid has 1HP.
- Sat Jan 17, 2015 3:06 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339590
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Yeah well I've lost two full tanker cars from bumping into them to connect them to my train.JamesOFarrell wrote:The rail tanker should have 600HP. If that's not the case try using the latest version. Unless you are talking about the invisible storage tank, that has 1HP but nothing should be able to interact with it.
- Sat Jan 17, 2015 2:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.12] Crash on placing wagon, crash on hovering wagon
- Replies: 26
- Views: 8857
Re: [0.11.12] Crash on placing wagon in tight spot
Works for me.Evilreaver wrote:After extensive testing, I've found that you can place engines and wagons on curved rail, BUT NOT straight rail.