Search found 371 matches
- Fri Mar 25, 2016 12:26 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339076
Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.1.3
I'm still seeing issues with 1.1.3 (with or without Squeak Through installed as well) where the pumps won't connect to a tank unless they're manually broken & re-placed. This doesn't happen at *all* my stations however, just some of them, and I can't see any obvious pattern to which ones the is...
- Thu Mar 24, 2016 5:16 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 56672
Re: [MOD 0.12.26] Laser Beam Turret
I tried this out last night and I'm liking it a lot. It's much easier to see what a laser is targeting at any given time and the phaser pew pew sound is godly
Thanks for this one.
Thanks for this one.
- Thu Mar 24, 2016 1:50 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 540854
Re: Let's see your clever builds
Not so much clever but I find it lovely: Main unloading station from an RSO game http://i.imgur.com/U8sfNum.jpg This is the second version. From the top: copper, iron, coal, concrete (3 wagons stone, 1 wagon iron). All cars empty at the same time and each side of the train comes off as one lane. The...
- Thu Mar 24, 2016 1:39 am
- Forum: Bob's mods
- Topic: Here is a cheat sheet for express inserter arms function/de
- Replies: 6
- Views: 4335
Re: Here is a cheat sheet for express inserter arms function/de
I can think of so many other types of inserter I'm missing too... but each requires a new entity. For example, all 8 types of express inserter can also be done Left handed, and Right handed (take from tile on left, or tile on right instead of tile behind), which brings you up to 24 types. On top of...
Re: [MOD 0.12.26] KS Power
How much diesel are the generators supposed to be using? Mine run flat out during the night but don't seem to consume much or any diesel at all. They should be roughly in line with other power sources in terms of MJ burned to produce power right?
- Wed Mar 23, 2016 2:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133596
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
That's a big part of the satisfaction from playing Factorio, zooming out and thinking 'I did this, I placed everything here'. And acres of concrete OFC.
- Tue Mar 22, 2016 10:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133596
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
That's very orderly, did you plan it out in advance or just keep redoing it till it fit right? I'm thinking you have a few days racked up in that save
Re: [MOD 0.12.26] KS Power
The diesel generators are great. I have a bunch connected to a tank full of diesel and converting coal to oil products via Bergius process to make fuel. Not the most efficient way but I have way more coal than oil available and the diesels are a good 'dense' way to generate power during the night. T...
- Mon Mar 21, 2016 7:21 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133596
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I cannibalised my older factory to build a new science area which looks like it can keep 4 labs busy except on the short ones. Once I have more resources coming in I'll probably tear it down and do it again. At least now I have a better idea of ratios etc.
- Mon Mar 21, 2016 1:20 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133596
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Bergius may be an idea tbh. My starting are resources have just run out now so I need something to keep the factory ticking over while I find more things and ship them in. I have plenty of coal. The biggest hassle is blue science costs oil products and you need blue science to get advanced oil and ...
- Sun Mar 20, 2016 7:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133596
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
If you used RSO then 800 chunks is not that far. And with last fix I think oil might be most scarce resource - just need to go and search. I'd recommend one of radar mods - there is RSO radar or STRS. Both add long range radar that for a power price will let you scan quite far. STRS has longer rang...
- Sun Mar 20, 2016 12:02 am
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29547
Re: [MOD 0.12.x] Circuit GUI 0.1.0
There you go, fixed. I checked it this time and I can get it to spit out messages.
https://dl.dropboxusercontent.com/u/715 ... _0.1.1.zip
https://dl.dropboxusercontent.com/u/715 ... _0.1.1.zip
- Sat Mar 19, 2016 9:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29547
Re: [MOD 0.12.x] Circuit GUI 0.1.0
@ Ratzap Thanks for the edit. The mod can really load now. Also, the sensor can be built and connect. But the Gui can not be openable - can you possibly also fix? Thank you for your work. The configuration GUI does not open (on the left side). Also can be no input text ... I've been awake over 30 h...
- Sat Mar 19, 2016 9:08 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133596
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
This is an interesting mod which I'd not tried before so I put it in with others for an RSO game to force train usage. Red and green were ok but the blue packs seem to depend on oil products a lot and my map is extremely sparse (I'm already mining 800 chunks from the start point). I'm getting the fe...
- Sat Mar 19, 2016 4:26 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 60715
Re: [MOD 0.12.x] K&L Inserters
I just wanted to post and let you know I think your inserters are fantastic. The idea of letting me select where the arm starts and ends it's movement with a simple tick box for near side is just genius. It let me ditch all the other inserter mods with the dozens of weird n wacky variants (all of wh...
- Fri Mar 18, 2016 7:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29547
Re: [MOD 0.12.x] Circuit GUI 0.1.0
To fix it, change game._on references to script.on_ and remove the line containing script.on_save
https://dl.dropboxusercontent.com/u/715 ... _0.1.1.zip
Lets me load it now but I've not played with it yet to see if it is broken any other way.
https://dl.dropboxusercontent.com/u/715 ... _0.1.1.zip
Lets me load it now but I've not played with it yet to see if it is broken any other way.
- Tue Mar 15, 2016 5:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Fluid Void
- Replies: 27
- Views: 55835
Re: [MOD 0.12.x] Fluid Void
Glad I found this mod, up till now I've been using steam engines to bleed off fluids. Bob's mod without some way to get rid of excess is a PITA. Thanks
- Tue Mar 15, 2016 5:42 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124492
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
This is a very interesting project, I hope you continue with it. Something you might want to add to the feature list is the possibility of biters finding the tunnels? Maybe on higher population/aggression settings they sense vibration if you tunnel near their base and dig into it?
- Tue Mar 15, 2016 4:28 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 179375
Re: Bob mods for 0.12 General Topic.
Hello, coming back to Factorio after a long absence, using the steam version. Can the latest versions of Bob's mods be used with the Steam version, or do I need to roll the game back to a previous version? I'm playing the Steam version with Bob's mods (the shadow mega pack version with the things I...
- Mon Mar 14, 2016 5:24 pm
- Forum: Minor issues
- Topic: [0.12.0] Music/sounds are stopped during autosave
- Replies: 2
- Views: 4110
Re: [0.12.0] Music/sounds are stopped during autosave
The music seems really random but it's mostly just missing. I bought the soundtrack DLC which I hoped/thought might be played instead of what comes with the normal game but there's no improvement. Youtubers like Negative Root are finding it pretty obnoxious too, the music comes and goes at varying v...