Search found 868 matches

by mexmer
Fri Jan 19, 2024 12:21 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 130
Views: 17969

Re: Friday Facts #394 - Assembler flipping and circuit control

sounds flippin' awesome :mrgreen:
by mexmer
Fri Nov 03, 2023 12:43 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 171
Views: 26656

Re: Friday Facts #383 - Super force building

madpav3l wrote:
Fri Nov 03, 2023 12:17 pm
Super force building over belts automatically places undergrounds
What if you super force build over underground belts?
you wil get under under belts?
by mexmer
Fri Oct 27, 2023 11:31 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 31253

Re: Friday Facts #382 - Logistic groups

i can fit rocket silo in my pocket, i can fit rocket silo in vagon, but rocket is too weak to carry rocket silo :mrgreen:

but i get it, neither me or train is doing liftoff (inb4 galaxy express), and fuel consumption would be high to get that into orbit.
by mexmer
Fri Oct 20, 2023 11:54 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 205
Views: 38518

Re: Friday Facts #381 - Space Platforms

are we going now to have "trash wars in space" in multiplayer mode? also what if bellow platform is planet without atmosphere, will not it make trashpile on planet surface? so many questions with this. on the other side, with that grab thing ... we can have trash(ure) hunt in space. :mrgre...
by mexmer
Fri Sep 29, 2023 12:07 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 71465

Re: Friday Facts #378 - Trains on another level

My god, I just had a braingasm! One other thing that might be missing now is elevated walkways, for you and other groung vehicles to cross them rails and lakes! Other than that - it is so incredible that I just can't imagine how can we wait for all this awesomeness till Q3 of 2024 :? Bridges everyw...
by mexmer
Fri Sep 29, 2023 11:43 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 71465

Re: Friday Facts #378 - Trains on another level

oh nice building trains on new level.
by mexmer
Tue Jan 17, 2023 3:56 pm
Forum: Off topic
Topic: [photos] Factorio in real life
Replies: 153
Views: 286653

Build a spidertron

by mexmer
Wed Sep 08, 2021 8:01 pm
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 49534

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

guess i will need recheck compatibility with aai, didn't update it for some time.
by mexmer
Fri May 28, 2021 11:17 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 49534

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

robertwmack wrote:
Fri May 28, 2021 9:11 am
Any ideas?
yes. looks it's similar issue to other one, where something disables technology, that is prerequisty for lab research, i will need to add another check od prequsities in data-final stage, should make fix during this weekend.
by mexmer
Mon May 17, 2021 8:37 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 49534

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Can you post lids of mods you using, or even better configuration files from mods directory so i have both list and settings
by mexmer
Sat Jan 16, 2021 9:28 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1329359

Re: Development and Discussion

i'm now playing full ab suite from start, i like steam phase, but what i'm missing is steam crusher. i have steam minner and steam assemblers are from bob mods i think, but steam crusher would really help building early steam powered base. steam ore sorter would be nice also, but ore sorting is clos...
by mexmer
Thu Jan 14, 2021 3:24 pm
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 14877

Re: Version 1.1.9

oh nice
  • String mod setting dropdown items can now have tooltips. (85001)
now i can reduce tooltip on setting label, and put explanation to each.
by mexmer
Wed Jan 06, 2021 8:55 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1329359

Re: Development and Discussion

Yeh, I definitely restart the game every time I had started in a dry area. Grey research I didn't find to much an issue, paper is only 4 research down the line, and they are cheap, the first one "basic technology" is more expensive and you have to hand craft it so, doing for 1.5 (last 3 r...
by mexmer
Sun Jan 03, 2021 9:47 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1329359

Re: Development and Discussion

well, splitters/ug are not that huge issue, you don't need that much of them, depends on your build, but much bigger issue is gray research, especially when you get map without forest, only trees scattered in desert ... there needs to be alternate recipe with celulose for grey research.
by mexmer
Sun Jan 03, 2021 9:00 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1329359

Re: Development and Discussion

not quite, celulose fiber is the suggestion that I have, you can't use celulose fiber to craft wood, you can only do wood to celulose fiber. So anything that require wood it self is "kind of issue". For the grey belts (underground and splitters) that require wood and at this early stage y...
by mexmer
Sat Jan 02, 2021 8:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1329359

Re: Development and Discussion

i see, i didn't have technology overhaul enabled. but you can make celulose fiber from green algae, so you don't need wood. so that should not be issue anyways.
by mexmer
Sat Jan 02, 2021 9:48 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1329359

Re: Suggestion on the wood farm

Sworn wrote:
Sat Jan 02, 2021 3:51 am
Edit: I'm playing with the full set bobs+angels with the belt tech overall on, which add the first slowest grey belt that require wood to be crafted
if you play with bobs, then bobs greenhouse is tech you seek, and it's early red research.

without bob mods, you would not have wood demand issue.
by mexmer
Mon Dec 28, 2020 12:02 pm
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 49534

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

@Saienai notified me, that science multiplier is not applied to science packs that are defined as objects (eg. type/name/ammount) instead of pairs (name,ammount) as result of this some technologies from other mods were not affected by multiplier settings (normal/uberwafe/extended). this is now fixed...
by mexmer
Sun Dec 27, 2020 2:35 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 141607

Re: [MOD 1.1] Sea Block Pack 0.5.0

Fyi: Science Cost Tweaker will get some changes. Don't know, if it will work without problem https://forums.factorio.com/viewtopic.php?p=528421#p528421 i have not found any loops due change in t1 and t3, when loading my sea block test save, also new ingredient recipe unlocked properly, but t3 is no...
by mexmer
Sun Dec 27, 2020 2:26 pm
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 49534

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

I'm playing seablock with this mod right now and it might just be me, but I'm not of making laboratories themselves complex to make. For example, I was trying to get purple science and I could do it, but the lab itself required tungsten plates, processing units and etc, which are used for yellow sc...

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