Search found 226 matches

by ThaPear
Sun Jul 27, 2014 9:25 am
Forum: Show your Creations
Topic: Smelt iron ore into steel with one furnace
Replies: 4
Views: 4753

Re: Smelt iron ore into steel with one furnace

DaveMcW wrote:
Breetai wrote:Top > 4 Iron Plates in the crate.
Bottom < 3 Iron Plates in the crate.
This can be simplified to:

Top: replace with fast inserter
Bottom < 2 Iron Plates in the crate.
That would stop working if the iron ore supply was inconsistent.
by ThaPear
Sat Jul 19, 2014 9:52 am
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 89152

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

I'm afraid this mod will not work below version 0.10.0.
If you wish to use this mod, you'll have to update.
by ThaPear
Fri Jul 18, 2014 9:52 am
Forum: Modding help
Topic: Allowed to use code from other mods???
Replies: 6
Views: 1649

Re: Allowed to use code from other mods???

Simply send a PM to the author, they'll most likely allow you to use their code if you credit them accordingly. (I would)

Using other people's work without asking permission first is a mistake I've seen too many times. It usually results in bad times for everyone.
by ThaPear
Thu Jul 17, 2014 8:15 pm
Forum: Releases
Topic: Version 0.10.3
Replies: 17
Views: 31453

Re: Version 0.10.3

You can do quite a lot of killing using the car. Simply drive around in circles around the biters, shooting only at the spawners.
When you've got a too large group of them chasing you, either return to base and let the turrets kill them or kill the biters yourself using poison capsules.
by ThaPear
Thu Jul 17, 2014 4:37 pm
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 89152

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

Something is wrong. Sometimes splitter stop working or just not connect each other. When I mine that bugged splitter I get message "No set ID found for smartsplitter at [ coordinates ]" Have you tried removing all the splitters of the group you're trying to connect to? If that doesn't wor...
by ThaPear
Wed Jul 16, 2014 9:51 am
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 89152

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

I'm not entirely sure what happened to cause it, but the splitters don't seem to "connect" to each other anymore. They filter properly until they get to something they're supposed to send to another 'lane', and then it just gets stuck. Does it give any messages? Have you tried removing al...
by ThaPear
Mon Jul 14, 2014 6:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Teleport() resets orientation of some entities...
Replies: 4
Views: 7970

Re: [0.10.3] Teleport() resets orientation of some entities.

Teleport does indeed do strange things. Some more examples:
- ItemStacks stop being affected by transport belts.
- Trains only teleport when standing still and snap back to their old location when they start moving.
by ThaPear
Sun Jul 13, 2014 3:04 pm
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 89152

Re: [MOD 0.10.x]Smart Splitters - N-way splitting and filter

Well done! But these are not Smart, they are Filtered splitters. Smart implies they can see the logistics network and can accept conditions. I tried setting programmable = true and it'll show the logistics condition setting but does not actually work. I'm not saying I won't be using the mod, it's v...
by ThaPear
Sun Jul 13, 2014 1:14 pm
Forum: Implemented Suggestions
Topic: Give Splitters a Seperation Mode
Replies: 6
Views: 4506

Re: Give Splitters a Seperation Mode

Check out my Smart Splitters mod, it pretty much does what you're describing here.
by ThaPear
Sun Jul 13, 2014 1:09 pm
Forum: Gameplay Help
Topic: Best Modular Armor MKI Setup?
Replies: 7
Views: 15144

Re: Best Modular Armor MKI Setup?

I use 2 generators, 5 shields and 6 exoskeletons. This allows me to run away from biters indefinitely while being able to take a few hits if I make a mistake. That's MK2, he's talking about MK1. Dang, you're right. I usually don't bother with the MK1 armor. Using the car, poison capsules and the ma...
by ThaPear
Sun Jul 13, 2014 1:00 pm
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 89152

[0.11.6]Filtered Splitters - Huge stability boost!

Filtered Splitters 0.0.4 (0.11.6) Updated for version 0.11.6, stability hugely improved This mod allows you to create filtering splitters. These splitters can be combined into large splitters which divide incoming items equally over all outputs. They also allow you to set filters, if any splitters ...
by ThaPear
Sun Jul 13, 2014 12:59 pm
Forum: Modding help
Topic: Graphics drawing order
Replies: 2
Views: 2162

Graphics drawing order

I'm having an issue with the order in which graphics are drawn, as seen in the image below. I want my graphics to be drawn over the belts. Another problem is that the top image is cut off on the right. How can I resolve these issues? http://i.imgur.com/A3NXV3p.png The images and entity definitions c...
by ThaPear
Sat Jul 12, 2014 10:38 pm
Forum: Gameplay Help
Topic: Best Modular Armor MKI Setup?
Replies: 7
Views: 15144

Re: Best Modular Armor MKI Setup?

I use 2 generators, 5 shields and 6 exoskeletons. This allows me to run away from biters indefinitely while being able to take a few hits if I make a mistake.
by ThaPear
Fri Jul 11, 2014 8:45 pm
Forum: Releases
Topic: Version 0.10.3
Replies: 17
Views: 31453

Re: Version 0.10.3

[*]Faster train movement collision check (related to https://forums.factorio.com/forum/viewtopic.php?f=7&t=4611). [*]Optimised smoke update (related to https://forums.factorio.com/forum/viewtopic.php?f=7&t=4611).[/list][/list] The links for this two are same. Yeah, because they're both issu...
by ThaPear
Thu Jul 10, 2014 5:42 pm
Forum: Mods
Topic: [0.12.17]Clean Pipes 0.0.4 - Decide how pipes connect!
Replies: 23
Views: 38216

Re: [MOD 0.10.x]Clean Pipes 0.0.1

Ah, it's working now, sorry about that!
by ThaPear
Thu Jul 10, 2014 12:30 pm
Forum: Mods
Topic: [0.12.17]Clean Pipes 0.0.4 - Decide how pipes connect!
Replies: 23
Views: 38216

[0.12.17]Clean Pipes 0.0.4 - Decide how pipes connect!

Clean Pipes Updated for version 0.12.17 - Thanks to Divran Get it here! This mod allows you to build pipes which connect exactly as you want them to. Simply craft a (one or two-sided) placer, place them with the arrow pointing towards other pipes and the pipes will connect. See the GIF below for ho...
by ThaPear
Tue Jul 08, 2014 10:45 am
Forum: Mods
Topic: [0.11.5]Belt Switchers
Replies: 32
Views: 43683

[0.11.5]Belt Switchers

The 0.11.5 version is on the bottom of page 1 , thanks to elmi. Belt Switchers This mod allows you to craft belt switchers, these belts switch the items coming in on either lane. http://i.imgur.com/cQLxkGZ.png http://i.imgur.com/K41w1IG.png Downloads (0.10.x) OLD VERSION: BeltSwitchers.zip
by ThaPear
Tue Jul 08, 2014 9:13 am
Forum: Mods
Topic: [0.9.x] Landfill (1.1)
Replies: 52
Views: 39155

Re: [0.9.x] Landfill (1.1)

Here you go:
Landfill.zip
(15.31 KiB) Downloaded 253 times
by ThaPear
Sat Jul 05, 2014 1:34 pm
Forum: Mods
Topic: [0.11.13]Teleporter Belts 0.0.2
Replies: 23
Views: 29795

Re: [MOD 0.10.x]Teleporter Belts 0.0.2

Update 0.0.2 The teleporter now uses energy per item teleporter based on the distance between the pads. It increases with the square of the distance, so long-range teleporters will be expensive. There is also a limit on the amount of energy it can use, which makes long-range teleporters (>32 tiles)...
by ThaPear
Thu Jul 03, 2014 7:55 pm
Forum: Mods
Topic: [0.11.13]Teleporter Belts 0.0.2
Replies: 23
Views: 29795

[0.11.13]Teleporter Belts 0.0.2

The 0.11.13 version is on page 2 , thanks to Adil Teleporter Belts Now with power usage! This mod allows you to craft teleporter belts. These advanced belts are able to teleport items from one place to another! Simply place a sender, give it a name, place a receiver, give that the same name and off...

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