I just released the first version of my Express Smart Inserters.
viewtopic.php?f=93&t=21097
Thank you Bob for showing the way to a faster factory! All inserters have a massive passive drain of 2.4 KW. Very useful for trains!
Search found 100 matches
- Tue Mar 08, 2016 6:42 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 311374
- Tue Mar 08, 2016 6:30 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Very Fast AND Smart Inserters
- Replies: 3
- Views: 4989
[MOD 0.12.20+] Very Fast AND Smart Inserters
A mod for those of you who wish there was a Smart Inserter that was also VERY fast. Playing a lot of Bob's mods and those wonderful express inserters he adds I've always wanted versions that were also smart. So I made just that. And while not dependent on Bobs mods I do credit Bob for the naming con...
- Sun Mar 06, 2016 4:09 am
- Forum: Modding discussion
- Topic: Treefarms and Co-Routines
- Replies: 33
- Views: 31330
Re: Treefarms and Co-Routines
This has turned into a very helpful thread. Thanks everyone!
- Sun Mar 06, 2016 3:50 am
- Forum: General discussion
- Topic: "WTF is..." your marketing guy doing ?
- Replies: 10
- Views: 5824
Re: "WTF is..." your marketing guy doing ?
A lot of popular youtubers ask for money in return for a video series. I know from talking to the FortressCraft Evolved dev that he has gotten quotes of $2-3 thousand PER EPISODE from YouTubers to play his game. It's pretty ridiculous.
- Fri Mar 04, 2016 12:28 am
- Forum: Gameplay Help
- Topic: Factorio TidBits - Help for New Players
- Replies: 10
- Views: 5473
Re: Factorio TidBits - Help for New Players
Anyone want me to cover any other topics?
Fluid mechanics? Advanced topics?
Fluid mechanics? Advanced topics?
- Thu Feb 25, 2016 3:17 am
- Forum: Gameplay Help
- Topic: Factorio TidBits - Help for New Players
- Replies: 10
- Views: 5473
Re: Factorio TidBits - Help for New Players
Just added a video for shortcut keys:
https://youtu.be/29iJVlFrsjE
https://youtu.be/29iJVlFrsjE
- Wed Feb 24, 2016 1:08 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 174255
Re: [0.11.22/0.12.x][v0.12.9] Bob's Warfare mod
I figured it was the poison and dire spitters... sucks there's not an easy work-around.
- Wed Feb 24, 2016 2:54 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 174255
Re: [0.11.22/0.12.x][v0.12.9] Bob's Warfare mod
Hey Bob, is there a way for your biters to not attack one another... it's hurting my herding efforts for my giblet farm.
- Tue Feb 23, 2016 7:11 pm
- Forum: Gameplay Help
- Topic: Factorio TidBits - Help for New Players
- Replies: 10
- Views: 5473
Factorio TidBits - Help for New Players
I have a little series going very short videos on different topics in the game for those who need a little more explanation on one topic or another. I'm open to other areas which may need to be covered. I plan to cover short-cut keys as well as there are many that are SUPER useful but may not be obv...
- Fri Feb 19, 2016 1:29 am
- Forum: General discussion
- Topic: Looking for advice on Youtube videos, and later streaming
- Replies: 9
- Views: 11963
Re: Looking for advice on Youtube videos, and later streaming
My YouTube channel doesn't use my name. Maybe that's not the best? I have been going by the name Buggi since the mid 1990's, though it's hard to get that name on many sites. So my channel is call Flexible Games, because I like to play games that offer open-ended or modable gameplay. I upload 720p vi...
- Fri Feb 19, 2016 1:23 am
- Forum: General discussion
- Topic: Advanced awesomeness
- Replies: 4
- Views: 12552
Re: Advanced awesomeness
You must like a challenge. Landfill mod would be of huge use.
- Sun Feb 14, 2016 2:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68568
Re: [MOD 0.12.x]Train position and length fix (updated 2016-2-13
Yeah, I wasn't aware of this, sorry for that.
- Sun Feb 14, 2016 2:13 pm
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68568
Re: [MOD 0.12.x]Train position and length fix (updated 2016-2-13
I've just noticed on Reddit you've used my channel icon as your reddit icon.
Why would you steal my art like that?
Why would you steal my art like that?
- Mon Feb 08, 2016 6:34 am
- Forum: Mods
- Topic: 12.20+ TreeFarm Lite
- Replies: 37
- Views: 48877
Re: 12.20+ TreeFarm Lite
Done. You're welcome.
- Mon Feb 08, 2016 6:23 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Void Chest
- Replies: 10
- Views: 19841
Re: [MOD 0.12.20] Void Chest
Anything is possible. Empty on signal, on timer, etc. That just takes more scripting and only adds to the potential drain on efficiency (Game Lag).
- Mon Feb 01, 2016 7:26 am
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 45150
Re: [MOD 0.12.0+] Greenhouses 0.1.0
Electrified Trees!
- Fri Jan 29, 2016 5:50 pm
- Forum: General discussion
- Topic: About the endgame - kinda frustrating today
- Replies: 45
- Views: 51024
Re: About the endgame - kinda frustrating today
I always thought of my character in the game not as a crash-landed survivor, but as a early settler/terraformer working to build up some infrastructure for future colonists. Making the area safe, setting up production, etc. Just a step away from making homes, cars, and biter-skin boots.
- Fri Jan 29, 2016 5:43 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 74363
Re: Friday Facts #123 - Better circuit network (Part 2)
Yeah, after reading about this I'm afraid I'm not jumping on board this bandwagon. I like the simple connect wire to a and b and set condition. I've never found a need to control assemblers, belts, or trains with conditions. Especially if I have to craft yet another box and make room for it. With th...
- Fri Jan 29, 2016 12:20 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
- Replies: 58
- Views: 46123
Re: [MOD 0.12.11+] AmmoBox 0.2.1 - Fun with Turrets & Logistics
So the devs went with Objects instead of interfaces for different types of entites? Sigh... With interfaces you could have entities have the functionality of many different types of things. So like, class LogicTurret : ILogisticContainer, ITurret In LUA you could add a hook for item types and expand...
- Mon Jan 25, 2016 12:36 pm
- Forum: Bob's mods
- Topic: Wood
- Replies: 11
- Views: 26786
Re: Wood
The queue idea I've thought of. Unfortunately some things take much less time than others, so adding to the bottom of a queue wouldn't really work. Take harvesting for example. Once the tree growth event is triggered on the tree to the max level, that tree can be immediately harvested. Even though t...