Thanks for all the update and sorry for later response.
changes to 0.0.5:
- explosive rocket changet to rocket
- alien artifacts for alien science change from 5 to 2 (and YES that is the recipe for ONE science pack)
One thing I really dislike is that even with blue only science i always got ...
Search found 15 matches
- Sun Jun 12, 2016 3:14 pm
- Forum: Mods
- Topic: [MOD 0.12.29+] Clondike
- Replies: 8
- Views: 8198
- Tue May 03, 2016 11:11 pm
- Forum: Mods
- Topic: [MOD 0.12.29+] Clondike
- Replies: 8
- Views: 8198
Re: [MOD 0.12.29+] Clondike
Recipes added...
Enjoy.
Enjoy.
- Sun May 01, 2016 10:20 pm
- Forum: Mods
- Topic: [MOD 0.12.29+] Clondike
- Replies: 8
- Views: 8198
[MOD 0.12.29+] Clondike
Name: Clondike
Description: Brutalized science. Dig deep into the conveyor hell to get you the next step further. (With tiny help if you lack basic resources - now "craftable")
Version: 0.0.4
Last Release: 2016-05-02
Tested With Factorio: 0.12.29
Dependencies: Factorio 0.12.x
Download: https://www ...
Description: Brutalized science. Dig deep into the conveyor hell to get you the next step further. (With tiny help if you lack basic resources - now "craftable")
Version: 0.0.4
Last Release: 2016-05-02
Tested With Factorio: 0.12.29
Dependencies: Factorio 0.12.x
Download: https://www ...
- Thu Aug 06, 2015 7:07 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 219231
Re: [MOD 0.12.x] Advanced Logistics System
Thanks soooo much for this mod. Its something I was looking for for a long time. Just perfect.
Thanks.
Thanks.
- Sun Jun 14, 2015 4:24 pm
- Forum: Ideas and Suggestions
- Topic: Network info GUI
- Replies: 0
- Views: 989
Network info GUI
Name say it almost perfectly.
Idea is being that while using mods my logistic network info (when i mouse over logistic chests) is being too big to fit in the sidebar.
My sugestion is to create a separate UI/Overview big enough to see ALL the items (and number of them) stored in the network. Could ...
Idea is being that while using mods my logistic network info (when i mouse over logistic chests) is being too big to fit in the sidebar.
My sugestion is to create a separate UI/Overview big enough to see ALL the items (and number of them) stored in the network. Could ...
- Sat Jan 24, 2015 10:31 pm
- Forum: Mods
- Topic: [0.11.x] Russian Logistics 0.2.5 [belts++,dynamic inserters]
- Replies: 79
- Views: 47278
Re: [0.11.x] Russian Logistics 0.2.5 [belts++,dynamic insert
Hey guys.
Wow, i was shocked about this.
Alex I understand your point of view. In a few cases i would agree. I have no problem with russian language. Its a great pity you are leaving, but i am inclined to agree with fish. Still most people using this and 90% of other gaming forum speaks english ...
Wow, i was shocked about this.
Alex I understand your point of view. In a few cases i would agree. I have no problem with russian language. Its a great pity you are leaving, but i am inclined to agree with fish. Still most people using this and 90% of other gaming forum speaks english ...
- Wed Jan 21, 2015 4:07 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 104315
Re: Bug Reports
Bug: Cokery does not rotate with the collision box. 3(height)x5(width) placement remains the same even if i rotate it to 5x3 position.
I hope it understandable.
I hope it understandable.
- Mon Jan 19, 2015 8:18 pm
- Forum: Mods
- Topic: [0.11.x] Russian Logistics 0.2.5 [belts++,dynamic inserters]
- Replies: 79
- Views: 47278
Re: [MOD 0.11.x] Russian Logistics [belts++, dynamic inserte
Hi there.
Let me thank you for this mod. There are some pretty nice ideas i much appreciate.
On the other hand please do something with the balancing. All those things are nice, but severely OP. You should bind them at least to Express belts and/or processing units. Otherwise using them hammers ...
Let me thank you for this mod. There are some pretty nice ideas i much appreciate.
On the other hand please do something with the balancing. All those things are nice, but severely OP. You should bind them at least to Express belts and/or processing units. Otherwise using them hammers ...
- Thu Jan 08, 2015 3:38 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Alternate endgame - Rocket defence survival
- Replies: 1
- Views: 2028
[Request] Alternate endgame - Rocket defence survival
In Simple terms, can anyone set the pollution of rocket defense to 1000000 or something like that.
if I read game mechanics correctly it should attract MASSIVE amount of biters for endgame survival battle (especially with dytech biters). I got one problem - my LUA skills are exactly 0. Otherwise it ...
if I read game mechanics correctly it should attract MASSIVE amount of biters for endgame survival battle (especially with dytech biters). I got one problem - my LUA skills are exactly 0. Otherwise it ...
- Mon Aug 25, 2014 5:27 pm
- Forum: Implemented Suggestions
- Topic: Add "Show pollution on map when detailed info info is on"
- Replies: 9
- Views: 9383
Re: Add "Show pollution on map when detailed info info is on
I definitely second this idea. I would really appreciate to see what my factories are doing while not having one BIG RED rectangle instead of map (corner one or "M" key one, doesnt matter).
I think the idea of "Alt" being the circular toggle (normal, detail, detail with pollution, pollution) is the ...
I think the idea of "Alt" being the circular toggle (normal, detail, detail with pollution, pollution) is the ...
- Mon Jul 14, 2014 1:17 pm
- Forum: Not a bug
- Topic: [0.10.2][kovarex] Voracious burner inserter
- Replies: 14
- Views: 6377
[0.10.2][kovarex] Voracious burner inserter
Hi there.
VERSION: 0.10.2 MODDED
BUG: Burner inserter "eats" all coal when fueled by wood (wood was in the fuel slot). It ate through all my coal. It was placing coal in fuel slot occupied by wood. Therefore erasing coal while still being fueled by wood.
NOTE: I am using modded factorio (Dytech ...
VERSION: 0.10.2 MODDED
BUG: Burner inserter "eats" all coal when fueled by wood (wood was in the fuel slot). It ate through all my coal. It was placing coal in fuel slot occupied by wood. Therefore erasing coal while still being fueled by wood.
NOTE: I am using modded factorio (Dytech ...
- Thu Jul 10, 2014 2:10 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 606
- Views: 345526
Re: Thank you (Make the dev-team happy today!)
I dont know if i should thank you or curse you for addiction to this game. :D Have it for 3 months now. Didnt sleep long enough since.
You did a superb job on this game. Keep it up. I am recommending you to everyone i know who plays games, and to some who dont. ;) In case i ever meet you i will buy ...
You did a superb job on this game. Keep it up. I am recommending you to everyone i know who plays games, and to some who dont. ;) In case i ever meet you i will buy ...
- Wed May 14, 2014 1:41 pm
- Forum: Implemented Suggestions
- Topic: Last item added to your inventory 'flash'
- Replies: 8
- Views: 15269
showing Item uses
I took inspiration from "NEI" mod for minecraft. I think it will be VERY useful to see what is highlighted item used for.
Ex. highlighting iron gear and pushing any key will show me transport belts, assembly machines, etc...
Personal note: I am NOT a programmer so i dont know, how difficult it ...
Ex. highlighting iron gear and pushing any key will show me transport belts, assembly machines, etc...
Personal note: I am NOT a programmer so i dont know, how difficult it ...
- Thu May 01, 2014 4:21 pm
- Forum: Implemented Suggestions
- Topic: Queuing Up Research
- Replies: 2
- Views: 2194
Re: Queuing Up Research
And showing numbers in progrss bar. Sometimes i would love to see how much research points i need to process.
- Wed Apr 30, 2014 2:24 pm
- Forum: Ideas and Suggestions
- Topic: Pipes and other suggestions
- Replies: 1
- Views: 2087
Pipes and other suggestions
I absolutely love this game, but as usual at this forum, i have a few suggestions
Pipes
Is there a possibility to implement building mechanics for pipes same as for transport belts? Meaning that i can go with pipes layed next to each other without autoconnect?
Also sort of tier II "walk over ...
Pipes
Is there a possibility to implement building mechanics for pipes same as for transport belts? Meaning that i can go with pipes layed next to each other without autoconnect?
Also sort of tier II "walk over ...