[MOD 0.12.x] Gandalf 1.0.0

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MrDoomah
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[MOD 0.12.x] Gandalf 1.0.0

Post by MrDoomah »

Type: Mod
Name: Gandalf
Description: Telling the power cables; "You shall not cross".
License:CC BY-NC 4.0
Version: 1.0.0
Release:2016-03-17
Tested-With-Factorio-Version: 0.12.26
Category: Helper
Download-Url:
Gandalf_1.0.0.zip
(4.95 KiB) Downloaded 391 times
Long description
Version history

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ssilk
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by ssilk »

Shouldn't it be called "Ghostbusters" instead? ;)
http://ghostbusters.wikia.com/wiki/Cross_the_Streams
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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I still like small signatures...

Choumiko
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by Choumiko »

Best mod video ever :mrgreen:

MrDoomah
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by MrDoomah »

Choumiko wrote:Best mod video ever :mrgreen:
Thank you! That video costed me more time and effort than the mod itself. :lol:

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DofD
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by DofD »

downloaded, used, loved

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Shados
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by Shados »

Amusing, but the game does already let you manually adjust power cables -- shift-left-click on a pole to cut all existing cables, then you can use the crafted copper cable item to re-cable it however you like. That said, I guess this is nice if you're really OCD and hate crossed cables to that degree :P.

Galile0
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by Galile0 »

Oh god, I just had to register here to thank you. I can't stand that cable mess that happens almost everytime I place a new power pole. It was super annoying adjusting that by hand. And yet I had to because it looked so messy.
So thanks alot. Thanks for saving my sanity :)

MrDoomah
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by MrDoomah »

Shados wrote:Amusing, but the game does already let you manually adjust power cables -- shift-left-click on a pole to cut all existing cables, then you can use the crafted copper cable item to re-cable it however you like. That said, I guess this is nice if you're really OCD and hate crossed cables to that degree :P.
Yes, I know that. However, shift clicking on a pole removes ALL cables, not just the ones that cross. So you have to use multiple cables to reconnect everything. This just makes everything easier.

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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by Thrall »

is there any mod to do this trick? or maybe an update?

Jürgen Erhard
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by Jürgen Erhard »

I just ran into the problem of Factorio, due to a willy-nilly build order (or, not control over) over-connecting poles and thus leaving my solar-panel substations unconnected. So... I'd *love* to have this or something like it for 0.13ff.

Anyone? Bueller? Pretty please with a cherry on top?

Qon
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by Qon »

Here's a 0.17 update!

We discussed wires in another thread and I remembered Gandalf and thought why not patch it for the new Factorio since no-one else has done it? I might post to portal later. Might change some other details to make it work even better.
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Gandalf_1.1.0.zip
(4.98 KiB) Downloaded 83 times

Qon
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by Qon »

Gandalf for Factorio 0.18! I haven't tested it really, just updated the version number compatability field. Should work though.
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Gandalf_1.2.0.zip
(5 KiB) Downloaded 65 times

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BlueTemplar
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Re: [MOD 0.12.x] Gandalf 1.0.0

Post by BlueTemplar »

MrDoomah wrote:
Thu Mar 17, 2016 7:30 pm
Choumiko wrote:Best mod video ever :mrgreen:
Thank you! That video costed me more time and effort than the mod itself. :lol:
It's private now... :cry:
DofD wrote:
Thu Mar 17, 2016 9:32 pm
downloaded, used, loved
Could you re-upload it please ? (or MrDoomah could set it to public again...) :)
BobDiggity (mod-scenario-pack)

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