Search found 8 matches
- Fri Jan 12, 2018 10:11 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482402
Re: Friday Facts #225 - Bots versus belts (part 2)
Personally, I think a small nerf to bots (Such as power capacity and charge rate decreased by 25% and 50% respectively, and the maximum cargo size bonus reduced by a bit) and a small decrease in belt costs would be best.
- Fri May 26, 2017 1:12 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 77663
Re: [MOD 0.14] AAI Vehicles: Miner
The pollution will be reduced soon, I'm not sure by how yet, maybe -25% to start with. They will also be a little bit more expensive.
Modules for miners should be possible. It places an invisible burner miner underneath it so I might be able to clone modules from the inventory into that ...
Modules for miners should be possible. It places an invisible burner miner underneath it so I might be able to clone modules from the inventory into that ...
- Sat May 20, 2017 9:00 pm
- Forum: Mods
- Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
- Replies: 43
- Views: 26596
Re: [MOD 0.15.12+] Long Reach Research 0.4.0
Thank you!Mooncat wrote:Combined the mods and released v0.4.0
- Fri May 19, 2017 6:19 am
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 86
- Views: 40290
Re: [0.15] Folks Factorio Fabrications
While I greatly appreciate your Aquarium mod, it does have an issue with Factorio 0.15 as inserters of any kind aren't picking up fish, even with stack inserters boosted to 5+ via research, and I was wondering roughly when you might be attempting to fix said issue as people have posted about this on ...
- Thu May 18, 2017 12:36 am
- Forum: Mods
- Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
- Replies: 43
- Views: 26596
Re: [MOD 0.15+] Long Reach/Build/Mine/Pickup/Loot Research
I have thought about this. But I think I will stick with the current approach. Combining the technologies into one mod will require at least one restart of the game if someone don't want any of the technologies and want to turn it off in mod settings, unless he/she edit mod-settings.json directly ...
- Fri May 12, 2017 10:37 pm
- Forum: News
- Topic: Friday Facts #190 - The quiet days
- Replies: 68
- Views: 43456
Re: Friday Facts #190 - The quiet days
Personally, I'm glad for a fairly benign friday facts. You guys deserve the break!
Aye, take an extra break every now and then. This is definitely not influenced by a Kit-Kat commercial.
Bye, Blue Cube, and thanks for all you great work !
I may not know who are or were Blue Cube, but I will ...
Aye, take an extra break every now and then. This is definitely not influenced by a Kit-Kat commercial.
Bye, Blue Cube, and thanks for all you great work !
I may not know who are or were Blue Cube, but I will ...
- Fri Apr 28, 2017 5:19 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Sciencethrower and/or Research by combat
- Replies: 0
- Views: 761
[IDEA] Sciencethrower and/or Research by combat
Just putting this out there in case you are someone who doesn't like infinite research, want something to spice up your flamethrower defense, or have a different way of researching and has some skill with modding unlike the mere repairman I am currently.
So the slightly outdated (2 months) Liquid ...
So the slightly outdated (2 months) Liquid ...
- Fri Apr 14, 2017 2:48 am
- Forum: Mods
- Topic: [MOD 0.13] Zythum - Clean crafting UI with ANY mod!
- Replies: 8
- Views: 5997
Re: [MOD 0.13] Zythum - Clean crafting UI with ANY mod!
I have a shortish list of mods that quite useful but aren't on the list of supported mods so that they may be checked and whatnot. You can also ignore this list if you feel eating pizza and being lazy. Barbed-Wire, Energy Replicators, Extend Vanilla Tech, Magmatic Processors, Power to Liquid, Quarry ...