Search found 56 matches
- Fri Mar 20, 2020 4:42 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101767
Re: Friday Facts #339 - Beacon HR + Redesign process
I do not think that the new beacon fits the factorio Style. In itself it is a very cool creation, but it has neither the rugged industrial look, nor the classic artistic style that I personally have come to love about this game.
- Wed Aug 29, 2018 8:45 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576273
Re: Development and Discussion
I think for Seablock you should not update mods on your own as teh Sea-Block Maintainer changes quite a few recipes around. A Mod update will probably break that change, thus don't auto update when playing seablock.
- Sat May 19, 2018 9:23 am
- Forum: Logistic Train Network
- Topic: Encoded Network ID, how does it work?
- Replies: 62
- Views: 52150
Re: Encoded Network ID not working properly ?
So, if I want to use seperated networks their numbers may never be a combination of each other ?
- Fri Dec 29, 2017 8:09 pm
- Forum: Releases
- Topic: Version 0.16.8
- Replies: 64
- Views: 33942
Re: Version 0.16.8
IMHO the barrel change should have only been implemented if the optimization of fuid mechanics was implemented at the same time. This mainly affects huge bases - but 5 times as many bots for example can be a strain on such bases. I have no idea how many players this really affects adversly, still wh...
- Sat Jul 22, 2017 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Train stops and schedule improvements
- Replies: 5
- Views: 3152
Re: Train stops and schedule improvements
+1 - on large networks without Mods this is a must have.
- Sun Dec 18, 2016 6:58 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 232827
Re: ModMyFactory - mod manager and more
Yeah, PC was off the power for around two hours yesterday, but I'll try a real restart later again. Tried restart - no change, still nothing happening. I tried a new install of ModMyFactory - the windows smart screen protection kicked in. After acknowledging that I want to use the app nothing happen...
- Sun Dec 18, 2016 2:11 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 232827
Re: ModMyFactory - mod manager and more
Already tested that - no entry in the Task Manager at any time.
- Sat Dec 17, 2016 9:37 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 232827
Re: ModMyFactory - mod manager and more
Hi, first, thanks for the awesome tool. I have however run into a weird issue. Since today my ModMyFactory won't start. I get no error message or anything. It just doesn't start up any more. The only change I know of in my system was an update of Nvidia Drivers. Has anyone encountered such a behavio...
- Fri Dec 16, 2016 5:27 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576273
Re: Development and Discussion
This is actually a Bob Mod Thingy I take, not related directly to Angels M Anyways, this is related to two reciepes for wood board being present, and the game can not differentiatiate that you can make one with ingredients in your inventory, and the other one is only doable in an assembler type mach...
- Mon Jul 14, 2014 11:27 pm
- Forum: Mods
- Topic: [0.10.x] Bob's Intermediates mod
- Replies: 14
- Views: 29436
Re: [0.10.x] Bob's Intermediates mod
Hi Bob, pretty cool mods that you create there, just one little suggestion. It would be easier for your Fanbase to keep track if you merged all mods into one single thread. That way people can always get the latest version of your mods, and all of them at that too. For Bug reports, explanation etc. ...
- Sun Jun 29, 2014 10:02 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 623672
Re: Yuoki Industries 0.2.4
Haha, Rensiur turbine :-d Gotta get some time back from work to test things out, didn't get the slightest chance to play any Factorio in two weeks :-( Yepp, true words on the documentation. Would it maybe make sense to have the documentation in the Wiki, because that would allow support from various...
- Fri Jun 27, 2014 9:11 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 623672
Re: Yuoki Industries 0.2.3
The size of Tanks comes into play if you have limited space, for example many biters surrounding you. The less you have to build teh better. In addition, less tanks means less time spent building, especially in the beginning of the game. I for example love to skip chest storages since you offer the ...
- Wed Jun 25, 2014 9:10 pm
- Forum: Mods
- Topic: [MOD 0.10.1] Company mod: Kassa Industries
- Replies: 19
- Views: 15001
Re: [MOD 0.10.1] Company mod: Kassa Industries
I think Range 100 is too far, unless you increase the size of the entity significantly, say its a 3 x 3 field like the huge power poles that you usually find right after big power plants. I for myself would probably still go with the 30 fields long ones because I can branch off every 30 squares and ...
- Tue Jun 24, 2014 9:52 pm
- Forum: Mods
- Topic: [MOD 0.10.1] Company mod: Binford Tools
- Replies: 9
- Views: 7626
Re: [MOD 0.10.1] Company mod: Binford Tools
Depends, I'd suggest you have a look at DytEch and see how annoyingly great the wood pickaxe start is. It degrades nearly faster then a mining process takes, but it adds value as it is like a natural slowdown to the game. Since you intend to create a modular larger mod I'd suggest that you keep an e...
- Tue Jun 24, 2014 9:42 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Floors v0.0.2
- Replies: 56
- Views: 54386
Re: [MOD 0.10.x] Floors!
Woooohaaaaa..... The concrete and steel floors will be the number one beautify item in my factory in the future. I love stuff like that to add an asthetic note to factories after the production runs, just like in Transport Tycoon with all the cool buildings that made a train station look like a larg...
- Tue Jun 24, 2014 9:39 pm
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 12223
Re: [MOD 0.9.x +] Zlowdown v1.0
I haven't had the chance to try it out and am a bit concerned how nice it plays with a ton of other mods enabled. For example I usually run my Factorio with at least Treefarm, Yukoki, DyTech (now modular), Bobplates, Ores etc. Does it generally slow down the game progress even for mods? If yes that ...
- Sat Jun 21, 2014 6:03 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 137394
Re: [0.10.0] RoadWorks
Nah, I want my pollution, and its artificial grass, that takes no pollution up.
But please make the grass in two different colors so I can create a soccer field for the future colonists
But please make the grass in two different colors so I can create a soccer field for the future colonists
- Sat Jun 21, 2014 5:58 pm
- Forum: Mods
- Topic: [MOD 0.10.0] Variant Resource Spawning v0.0.2
- Replies: 14
- Views: 21056
Re: [MOD 0.10.0] Variant Resource Spawning v0.0.1
A very nice idea, would it be possible to switch the single ores to a more general concept that just sucks up all ore types from different Modifications? I have no clue if that is even possible, otherwise it would be necessary to eventually (after the fine tuning) code in the mod-ores - or folks lik...
- Fri Jun 20, 2014 9:48 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 398360
Re: [0.10.0] Bob's Ore Mod.
That's what version management is all about, never toss away the old ones, just store them in an orderly fashion
- Fri Jun 20, 2014 9:47 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 137394
Re: [0.10.0] RoadWorks
Depends on how far you can / want to explore. Limestone should appear in newly generated chunks of the map, but if you prefer to have it generated from the first second on a new map might be a good choice.