Search found 60 matches

by UntouchedWagons
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.
by UntouchedWagons
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.
by UntouchedWagons
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...
by UntouchedWagons
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.
by UntouchedWagons
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

prg wrote:
DaveMcW wrote:You want [2][1].
No, [2][2].
Thanks
keyboardhack wrote:All that stuff
How do you make the game print that stuff? I tried

Code: Select all

/c print(data.raw.recipe["assembling-machine-3"])
and it said that data didn't exist or something.
by UntouchedWagons
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...
by UntouchedWagons
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

PiggyWhiskey wrote:Fertiliser is optional. But you don't need coal at all.
If I take the coal out, the "no fuel" icon starts flashing above the chest next to the tree farm.
by UntouchedWagons
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.
by UntouchedWagons
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?
by UntouchedWagons
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
by UntouchedWagons
Mon Jan 26, 2015 9:13 pm
Forum: Ideas and Suggestions
Topic: [Request] New rails
Replies: 14
Views: 14522

Re: [Request] New rails

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)
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.
by UntouchedWagons
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...
by UntouchedWagons
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

Martc wrote:Yes there is no good default value for everyone.
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.
by UntouchedWagons
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.
by UntouchedWagons
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...
by UntouchedWagons
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.
by UntouchedWagons
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

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.
Yeah well I've lost two full tanker cars from bumping into them to connect them to my train.
by UntouchedWagons
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

Evilreaver wrote:After extensive testing, I've found that you can place engines and wagons on curved rail, BUT NOT straight rail.
Works for me. :D

Go to advanced search