Search found 15 matches
- Sat Aug 13, 2016 11:04 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 240582
Re: [MOD 0.13] Black Market (sell and buy on the market)
i have a bug, i can buy all items for 100u instead of their price. the price for selling was ok .
- Sat Aug 13, 2016 10:42 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 240582
Re: [MOD 0.13] Black Market (sell and buy on the market)
this looks nice and ill download it now but is there a way making trader lvls? when you earned your first 100k you can purchuse better items, after 1 mio even more and so on. thisway you need to trade if you want to buy high class item like red or blue chips. in trading you are holding back your ...
- Sun Aug 07, 2016 3:20 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] import/export produktion into a virtuel chest
- Replies: 0
- Views: 1030
[Request] import/export produktion into a virtuel chest
i want a mod where all items are exported into a chest/inventory/GUI and imported direkt into any entiti. placeable entitis are only craftable in hand. the idea is to get a feeling like othere strategie games(C&C , Starcraft,etc.).
there should be alot of adjusted research cause you wont need ...
there should be alot of adjusted research cause you wont need ...
- Sat Aug 06, 2016 3:28 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Add Loader into game (officially)
- Replies: 17
- Views: 18097
Re: [0.13] Add Loader into game (officially)
there is a way to use loader for assambler, only problem is that the assambler most likely overflows, this can be prevented with a loop of 4 belts, connect 3 of them and put read holding, put on each side of a belt one item(i offen put the item used as items base like iron for gears) and connect all ...
- Thu Aug 04, 2016 12:11 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 621816
Re: Let's see your clever builds
in my endless game i am trying to get one rocket each 60 sec. this how i build blue and speedmodul 1. my problem is the amount of green getting produced and transported.this setup has 128 assambler for blue.
20160804135317_1.jpg
20160804135258_1.jpg
20160804135334_1.jpg
i have now added ...
20160804135317_1.jpg
20160804135258_1.jpg
20160804135334_1.jpg
i have now added ...
- Thu Aug 04, 2016 11:47 am
- Forum: Ideas and Requests For Mods
- Topic: Tiberium, from the Command & Conquer universe.
- Replies: 8
- Views: 5509
Re: Tiberium, from the Command & Conquer universe.
thats the enemy part of it. im also working on how the tech should be handled. somehow the tiberium would need to be studied to figure out ways to deal with it and eventually utilize it
atleast there should be a tiberium sience pack, or maybe 2 for each ore, maybe adding more grow when area is ...
- Thu Aug 04, 2016 5:08 am
- Forum: Ideas and Requests For Mods
- Topic: Tiberium, from the Command & Conquer universe.
- Replies: 8
- Views: 5509
Re: Tiberium, from the Command & Conquer universe.
im working on trying to make tiberium. its still major wip as im trying to figure out a good way to make it grow and expand like it should in my free time. plus i need to figure out what to do with it after that point.
maybe it would be possible to adap the grows of fields and mod a version where ...
maybe it would be possible to adap the grows of fields and mod a version where ...
- Tue Aug 02, 2016 3:59 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] tunnel for trains
- Replies: 1
- Views: 1424
[IDEA] tunnel for trains
is it possible to mod tunnel for trains at the moment? only a strait one fike the tunnel for belts?
Thanks for reading
Thanks for reading
- Mon Jun 27, 2016 6:31 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 161484
Re: Version 0.12.35
maybe this helps relive some stress at the office[DegC]RubenGass wrote:They should totally just release 0.13 but place the thread somewhere else so everyone keeps F5ing this page for 5 minutes before realising they were at the wrong place xD

- Mon Jun 27, 2016 6:28 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 161484
Re: Version 0.12.35
i dont know, maybe u can grab a version if you are thereWoodyDaOcas wrote:exactly and yes, that kinda explain the click itself![]()
The waiting game continues, let's just say.. I wouldn't want to be in that office right now

- Mon Jun 27, 2016 6:20 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 161484
Re: Version 0.12.35
me too now, starting fusion with my seat
- Mon Jun 27, 2016 6:18 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 161484
Re: Version 0.12.35
i hope you can refill in air[DegC]RubenGass wrote:F5ighters are ready on deck. Launch procedure to be started in T minus 4 secondsAngryGiant wrote:Just updated on steam DB!!!!

- Mon Jun 27, 2016 6:03 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 161484
Re: Version 0.12.35
i wish there would be some info, i dont need an ETA just a note that they are working on it or it comes on a other day 

- Mon Jun 27, 2016 5:26 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 161484
Re: Version 0.12.35
yeah i am sitting here wit coke and chips and push F5Ausprit wrote:This has become, by far, the most popular update thread. Considering it is only a small fix of the GUI, that's quite impressive!
- Mon Jun 27, 2016 2:57 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 161484
Re: Version 0.12.35
i have a little question about the possibility of player-bots for factorio, would it be possible to mod factorio so you can spawn bots that, for example use weapons and fight with you or repair turrets. or help build blueprints. i thought about bots with some commands like defend here or repair and ...