Perfect, this is just what i've been looking for!
is it compatible with dytech assemblers and furnaces?
Search found 52 matches
- Thu Jun 11, 2015 12:54 am
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 47196
- Sat Mar 21, 2015 7:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 311179
Re: [MOD 0.11.x] Landfill (2.1.2)
Can you create channels? as in pump water in an underlayed area to create a water area? with your mod you can reclaim flooded areas so why not make it possible to pump water into a trench and make it a water area? terraforming FTW
- Sat Mar 21, 2015 7:29 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
- Replies: 26
- Views: 37121
Re: [MOD 0.11.x] Scalar - Scale your technology - v1.0.1
Does this linearly scale the results of research? for example automation buffs all assembly machines linearly while the research scales geometrically.
- Sat Mar 21, 2015 7:23 pm
- Forum: Mods
- Topic: [MOD 0.16] Compact Power
- Replies: 43
- Views: 52798
Re: [MOD 0.11.6] Compact Power
This reminds me of Compact solars from minecraft, can you make it so the amount of solar panels used equals the amount of energy produced, the loss is not necessary
- Sat Mar 21, 2015 7:17 pm
- Forum: Mods
- Topic: [MOD 0.11.x]Quake 2 Weapons
- Replies: 7
- Views: 13883
Re: [MOD 0.11.x]Quake 2 Weapons
Awesome
- Tue Dec 30, 2014 10:18 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 92466
Re: [MOD 0.10.2] Automatic Rail Laying Machine
dead download links, anyone have a mirror?
- Tue Dec 30, 2014 10:14 pm
- Forum: Mods
- Topic: [MOD 0.11.8] Infinite Research
- Replies: 25
- Views: 36682
Re: [MOD 0.11.8] Infinite Research
would be nice if you had a research that would repeat itself when done, increase in resources and time arithmetically and improve a certain area, say a buff to mining speed of electric drills and my character, smelting/crafting speed for both machines and my character, increase in passive health ...
- Fri Dec 26, 2014 11:52 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 61257
Re: [MOD 0.10.x] Telelogistics v0.2.4
Same, the only thing working in this mod before were the inserters and chests, the teleport pads were crashing the game
- Mon Dec 22, 2014 6:40 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 246567
Re: [0.11.x] Uranium Power
Maybe add breeding reactors or a reenriching process for spent fuel? that way you don't just end up with tons of depleted pellets
- Fri Dec 19, 2014 10:21 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 205556
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
can you add to MoCombat a terminator droid that you can make without alien artifacts but takes a while and many resources to make but once deployed it had enough weaponry and armor to single-handedly take out an enemy base?
- Fri Dec 19, 2014 10:15 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Explosive Termites 1.1.7: extreme deforestation
- Replies: 25
- Views: 46308
Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta
Thanks finally a good solution to those annoying road bumpers that destroy cars!
- Sat Oct 11, 2014 1:22 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 61257
Re: [MOD 0.10.x] Telelogistics v0.2.4
found bug when using teleporters, i just found out about them, really liked the idea(anything that keeps me out of the driver seat is great...), had the power requirements, but as soon as it finishes teleporting this window pops up and exits to the main menu screen
http://i57.tinypic.com/2qsw5rr ...
http://i57.tinypic.com/2qsw5rr ...
- Thu Oct 09, 2014 5:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Loot-able Rocks
- Replies: 9
- Views: 25205
Re: [MOD 0.10.x] Loot-able Rocks
seconded! BTW i really like your foxy avatarbobingabout wrote:I'm not sure I'd call those rocks lootable, but I Like the idea behind this mod.
Though personally, I always thought they should be minable or something, like the trees.
- Sun Oct 05, 2014 3:00 pm
- Forum: Mods
- Topic: [Mod 0.10.X] Advanced-Solar-Energy
- Replies: 9
- Views: 22666
Re: [Mod 0.10.X] Advanced-Solar-Energy
onload it returns an error when starting Factorio, unexpected info.json(7)
- Sun Oct 05, 2014 1:03 pm
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 150312
Re: [0.9.x] endless resources
does this work on 0.10.12?
- Thu May 15, 2014 1:53 am
- Forum: Mods
- Topic: [0.11.x][MP] UpGrade (Better vanilla stuff)
- Replies: 63
- Views: 71195
Re: [0.9.7+] UpGrade
Thank you so much for this, i've ben looking for a mod that does this since my suggestion. 

- Thu May 15, 2014 1:50 am
- Forum: Mods
- Topic: [0.9.x]DensePlates
- Replies: 9
- Views: 8418
Re: [0.9.x]DensePlates
Can you set the Dense plates to be less dense like a x5 dense version so i could more easily convert o steel and from there get 10x 20x and 40x compressed versions as well
- Tue May 13, 2014 5:27 pm
- Forum: Mods
- Topic: [0.9.8]Industrialisation 0.1.0 dbl ores now!
- Replies: 6
- Views: 7993
Re: [0.9.6]Industrialisation 0.1.0 dbl ores now!
Thanks, finally someone implemented Industricraft minecraft mod functionality into factorio, i missed the double ores in this game.
any chances of adding a mining laser?
any chances of adding a mining laser?
- Tue May 13, 2014 5:14 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Pipe Dream
- Replies: 13
- Views: 18040
Re: [MOD 0.9.x] Pipe Dream
Nice, this is exactly what i suggested, you think you can make the same for underground transport belts, not dynamic as i suggested but just a longer range one for better tiers
- Tue May 13, 2014 5:09 pm
- Forum: Mods
- Topic: [0.9.8] Electric Furnaces
- Replies: 15
- Views: 17134
Re: [0.9.8] Electric Furnaces
Nice! thanks for implementing my idea, i'm downloading your mod now!GotLag wrote:Unfortunately increasing a furnace's input slots results in a crash on opening the GUI.
I have added an advanced furnace and renamed the mod.