Search found 52 matches

by filippe999
Thu Jun 11, 2015 12:54 am
Forum: Mods
Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
Replies: 35
Views: 44115

Re: [MOD 0.11.20] Upgrade with construction robots - v1.0.3

Perfect, this is just what i've been looking for!

is it compatible with dytech assemblers and furnaces?
by filippe999
Sat Mar 21, 2015 7:31 pm
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 287270

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
by filippe999
Sat Mar 21, 2015 7:29 pm
Forum: Mods
Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
Replies: 26
Views: 34912

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.
by filippe999
Sat Mar 21, 2015 7:23 pm
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 48689

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
by filippe999
Sat Mar 21, 2015 7:17 pm
Forum: Mods
Topic: [MOD 0.11.x]Quake 2 Weapons
Replies: 7
Views: 12976

Re: [MOD 0.11.x]Quake 2 Weapons

Awesome
by filippe999
Tue Dec 30, 2014 10:18 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 77464

Re: [MOD 0.10.2] Automatic Rail Laying Machine

dead download links, anyone have a mirror?
by filippe999
Tue Dec 30, 2014 10:14 pm
Forum: Mods
Topic: [MOD 0.11.8] Infinite Research
Replies: 25
Views: 33376

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 reg...
by filippe999
Fri Dec 26, 2014 11:52 pm
Forum: Mods
Topic: [MOD 0.10.x] Telelogistics v0.2.4
Replies: 91
Views: 51964

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
by filippe999
Mon Dec 22, 2014 6:40 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211226

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
by filippe999
Fri Dec 19, 2014 10:21 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 172084

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?
by filippe999
Fri Dec 19, 2014 10:15 pm
Forum: Mods
Topic: [MOD 0.12.X] Explosive Termites 1.1.7: extreme deforestation
Replies: 25
Views: 42491

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!
by filippe999
Sat Oct 11, 2014 1:22 pm
Forum: Mods
Topic: [MOD 0.10.x] Telelogistics v0.2.4
Replies: 91
Views: 51964

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.png...
by filippe999
Thu Oct 09, 2014 5:33 pm
Forum: Mods
Topic: [MOD 0.12.x] Loot-able Rocks
Replies: 9
Views: 24250

Re: [MOD 0.10.x] Loot-able Rocks

bobingabout 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.
seconded! BTW i really like your foxy avatar
by filippe999
Sun Oct 05, 2014 3:00 pm
Forum: Mods
Topic: [Mod 0.10.X] Advanced-Solar-Energy
Replies: 9
Views: 21794

Re: [Mod 0.10.X] Advanced-Solar-Energy

onload it returns an error when starting Factorio, unexpected info.json(7)
by filippe999
Sun Oct 05, 2014 1:03 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 140979

Re: [0.9.x] endless resources

does this work on 0.10.12?
by filippe999
Thu May 15, 2014 1:53 am
Forum: Mods
Topic: [0.11.x][MP] UpGrade (Better vanilla stuff)
Replies: 63
Views: 64924

Re: [0.9.7+] UpGrade

Thank you so much for this, i've ben looking for a mod that does this since my suggestion. :D
by filippe999
Thu May 15, 2014 1:50 am
Forum: Mods
Topic: [0.9.x]DensePlates
Replies: 9
Views: 7544

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
by filippe999
Tue May 13, 2014 5:27 pm
Forum: Mods
Topic: [0.9.8]Industrialisation 0.1.0 dbl ores now!
Replies: 6
Views: 7229

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?
by filippe999
Tue May 13, 2014 5:14 pm
Forum: Mods
Topic: [MOD 0.9.x] Pipe Dream
Replies: 13
Views: 16531

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
by filippe999
Tue May 13, 2014 5:09 pm
Forum: Mods
Topic: [0.9.8] Electric Furnaces
Replies: 15
Views: 15053

Re: [0.9.8] Electric Furnaces

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.
Nice! thanks for implementing my idea, i'm downloading your mod now!

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