Search found 445 matches

by foodfactorio
Fri Jan 18, 2019 4:06 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 26430

Re: Friday Facts #254 - No research queue for you

hi, for new players (and players who are not as good as others, me included lol) how about this...the player has an option to get a bit more "hand-holding" for example: a popup screen saying that research is available. they select what to research and when it is complete, a popup appears saying "you...
by foodfactorio
Fri Jan 18, 2019 3:54 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 13262

Re: Friday Facts #277 - GUI progress update

hi, the 'reset to default' button and the feature of showing you which options have been changed, is a cool idea :) but, please can you increase the border size of the highlighting by at least 1 more pixel or to make the border highlight in "red" color please, because i think this will make it much ...
by foodfactorio
Fri Jan 18, 2019 3:38 am
Forum: Mods
Topic: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
Replies: 11
Views: 1903

Re: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic

hi nosports, if you added it to an existing game, i think it only works with newly found chunks of the map
by foodfactorio
Fri Jan 18, 2019 3:34 am
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 148
Views: 114189

Re: You know you play Factorio too much when...

wat3rstone wrote:
Tue Jan 01, 2019 11:20 pm
When you start making plans for a iron ore smelter set up in your oven.
or when you start making plans to use the neighbours ovens too, because you want to increase throughput :)
by foodfactorio
Fri Jan 18, 2019 3:19 am
Forum: Bob's mods
Topic: Feedback
Replies: 351
Views: 32805

Re: Feedback

if some biters (from vanilla or from mods) are actually attracted to areas with high levels of pollution, using pullution generating modules could actually be a good strategy... just imagine you making a factory, and then trying to lure biters into a particular, more heavily defended area first, bef...
by foodfactorio
Fri Jan 18, 2019 3:12 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 1964

Re: Megabase in progress

btw where is your avatar image from? it looks like a film i saw some time ago but forgot :)
by foodfactorio
Fri Jan 18, 2019 3:12 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 1964

Re: Megabase in progress

well done for launching that rocket -- yeah some of the big mods ive tried so far are angels, angelbobs, pycoal, and main one was using AngelBobYuoki + npbees (i havet tried the redux version yet, which is on the list to try, but the original npbees was cool and still is plus compatible with those m...
by foodfactorio
Fri Jan 18, 2019 3:06 am
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 68883

Re: [MOD 0.13] Black Market (sell and buy on the market)

ok thanks binbin for your support and making the mod with at least the versions of the games, we all get busy times no problem :) for pymods, it should be ok, i used it to get a pymod robot (via my ealier link i think) and there wasnt any hard block as far as i remember weird i cant get it to work ...
by foodfactorio
Fri Jan 18, 2019 3:02 am
Forum: PyMods
Topic: PyBlock (alpha)
Replies: 186
Views: 12143

Re: PyBlock (alpha)

kingarthur wrote:
Sun Nov 25, 2018 7:45 am
foodfactorio wrote:
Sun Nov 25, 2018 6:52 am
sounds interesting :)

"what do you do if someone comes at you with a kung FuKick....... you do a PyBlock" :D
That joke is almost as bad as your kung fu young grasshopper
/s. Is joke
hehe its all good :)
by foodfactorio
Fri Jan 18, 2019 2:57 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3073
Views: 503320

Re: Development and Discussion

At the moment there is a arbitrary limit on the number of indigence in a recipe a given assembler tier can work with 2 for MK1, 4, including one fluid for MK2. That limit will be gone in .17 vanilla. The "problem" at the moment that you can't automate the casting machines with MK2 assemblers, so I ...
by foodfactorio
Fri Jan 18, 2019 2:42 am
Forum: Ideas and Requests For Mods
Topic: Mobile artillery turrets
Replies: 9
Views: 819

Re: Mobile artillery turrets

ah thank you for post sorry for delay,
yes it is all good, maybe for targeting, the devs can add a new code function for you and other modders to allow different targeting methods
by foodfactorio
Sun Nov 25, 2018 7:26 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 102
Views: 47711

Re: [0.16] Space Extension Mod (SpaceX)

very interesting... i'll wait until you release it, and wont comment here in case my powers of perception are wrong :)
by foodfactorio
Sun Nov 25, 2018 7:19 am
Forum: Ideas and Requests For Mods
Topic: Mobile artillery turrets
Replies: 9
Views: 819

Re: Mobile artillery turrets

hi, i saw your mods on the mod portal.
https://mods.factorio.com/mod/SchallTankPlatoon

this looks cool, and if you like warhammer and lord of the rings,
using a tank platoon to defend your base from biters
= "they Schall not pass!"

"and they Schall know no fear" :D
by foodfactorio
Sun Nov 25, 2018 7:08 am
Forum: Mods
Topic: [0.16] Colonial Charter beta version
Replies: 5
Views: 651

Re: [0.16] Colonial Charter beta version

hi this is definitely going on my do play list :)
if you are still looking for ideas, please feel free to check out my sig link (1st mod idea i had about 1.5 years ago) :) you are welcome to add any elements from it if you like.
by foodfactorio
Sun Nov 25, 2018 7:05 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 1964

Re: Megabase in progress

plus there are other Rampant AI mods, new colony mods i just saw, and if you want to get funky with warehouses, theres a cool Beekeeping mod that works great (tested so far with angelbobs), and you can create cascading warehouse sorting, with Ore compression and uncompression to save space etc.. htt...
by foodfactorio
Sun Nov 25, 2018 6:59 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 1964

Re: Megabase in progress

hi keep up the good work :) im not sure about blueprints but there are some aai mods that could help including vehicles with cool graphics that you can program, and they can mine where you tell them, and haul ore around etc. once you do that, try the same thing, but with biters and no ai then try wi...
by foodfactorio
Sun Nov 25, 2018 6:52 am
Forum: PyMods
Topic: PyBlock (alpha)
Replies: 186
Views: 12143

Re: PyBlock (alpha)

sounds interesting :)

"what do you do if someone comes at you with a kung FuKick....... you do a PyBlock" :D
by foodfactorio
Sun Nov 25, 2018 6:47 am
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 148
Views: 114189

Re: You know you play Factorio too much when...

is that the 10 hours one? :)
by foodfactorio
Sun Nov 25, 2018 6:45 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 102
Views: 47711

Re: [0.15] Space Extension Mod (SpaceX)

.. hi sandman, did you get a chance to have a look at my idea from last year here? https://forums.factorio.com/viewtopic.php?f=190&t=40288&start=20#p292159 maybe this can also give Game4Lols (and me and others) some more incentive and satisfaction? if easy to add a fleet? :) Something is coming (as...

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