thanks for the answer - in the meanwhile i did played with.... were some changes but not much of it....
Never thought of using steel barrels as a source for steel - but yes.
But still i would found it more fitting to use the existing tank from the rockets instead of barrels....
Search found 272 matches
- Sun Jan 12, 2020 9:27 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 393
- Views: 289590
- Tue Jan 07, 2020 10:13 pm
- Forum: Gameplay Help
- Topic: Constant combinator use/setting
- Replies: 3
- Views: 1469
Re: Constant combinator use/setting
But for now i need to set every included item by hand to the constant combinator Const combinator have got no "capacity" like chest or assembler, so yea, first time by hand, then just copy paste the combinator. But it will be very tedious when you want to setup all assembers and machines ...
- Tue Jan 07, 2020 5:40 pm
- Forum: Gameplay Help
- Topic: Constant combinator use/setting
- Replies: 3
- Views: 1469
Constant combinator use/setting
Hello all, as i am setting up a loadings tation for the cargorocket in Space Exploration which i later want to use for train loading station, i come across two missing thinks for the constant combinator.... Firstly i was not able to name or label the constant combinator (only work around was putting...
- Mon Jan 06, 2020 5:55 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 393
- Views: 289590
Re: [0.17+] Space Exploration WIP
So now i visited the orbiting platform udn set up the research..... So there are some questions.... except the space assembler und manufacturer all assemblers and such are only made in the maufacturer... There is the question are theses additional assemblers placeable only in space ? How do then do ...
- Sat Jan 04, 2020 5:36 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 397692
Re: [MOD 0.17] Industrial Revolution
How does the clockwork punkbot work? I put a bronze roboport equipment in my heavy armor and I built a clockwork punkbot, but I can't figure out how to make the robot do anything. I've used blueprints to mark items for construction and I've used the deconstruction planner to mark items for removal,...
- Thu Jan 02, 2020 2:21 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 397692
Re: [MOD 0.17] Industrial Revolution
how do you manage the ore washing process ? if i connect the freshwater to the washers , the tiny 25k fluid storage got an dirty water overflow and if i try to use the recycled fresh water and run out of dirty water. the only solution i got so far is a modded storagetank with 450k capacity to deal ...
- Thu Jan 02, 2020 12:06 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 393
- Views: 289590
Re: [0.17+] Space Exploration WIP
So i thinking about playing Space exploration....
But i have a map with significant progress (even made around 100K SpaceScience) plus some ohter mods (part QOL some changes) and i want to ask is it possible (advised) to make this mod atop or is it better to start a whole new map from scratch ??
But i have a map with significant progress (even made around 100K SpaceScience) plus some ohter mods (part QOL some changes) and i want to ask is it possible (advised) to make this mod atop or is it better to start a whole new map from scratch ??
- Wed Jan 01, 2020 8:15 pm
- Forum: Mods
- Topic: [Mod 0.17] Carbon fiber
- Replies: 0
- Views: 569
[Mod 0.17] Carbon fiber
Title: Carbon fiber Short Description: use Carbon fiber in LDS Mod State: working Dependencies: Base, (Industrial Revoulution) Downloads: Mod Portal https://mods.factorio.com/mod/carbon-fiber I find the usage of copper in the recipe for a light weight structure somewhat dubious, so i have changed th...
- Sun Dec 22, 2019 2:51 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 397692
Re: [MOD 0.17] Industrial Revolution
Hello, Deadlock it seems that i can't PM you - so now here .... (if you don't consent with this - tell me i will delete it ) i wanted to say again thanks for the fine mod. I find it very good that you made the LDS with an Carbon fiber part But I feel its too short as in the base, so I made carbon fi...
- Wed Dec 18, 2019 11:00 pm
- Forum: Ideas and Requests For Mods
- Topic: Delivery drones mod
- Replies: 10
- Views: 3850
Re: Delivery drones mod
"The question is, what specific problem does the mod solve?" : It solves the problem of flying bots being too boring.. now you will need to make proper roads... in similar way like rails "What niche would it have in the factory?" : It will create its own niche of needing to take...
- Wed Dec 18, 2019 8:33 pm
- Forum: Ideas and Requests For Mods
- Topic: Delivery drones mod
- Replies: 10
- Views: 3850
Re: Delivery drones mod
Albeit i would love to see the miningdrones as compilitrons ...
there is this logistic cart mod which may fit your needs....
https://mods.factorio.com/mod/logicarts
there is this logistic cart mod which may fit your needs....
https://mods.factorio.com/mod/logicarts
- Thu Dec 12, 2019 1:31 pm
- Forum: Won't implement
- Topic: Let anything use guns = {} attribute
- Replies: 19
- Views: 4679
Re: Let anything use guns = {} attribute
@nosports NOT THE BEEEEEEEEEES (it can be a script event, on entity died-> wastree). You could have tree-turrets if you really wanted, some fields are necessary but you could probably populate them with nothing useful. Throw wasps or rocks at people. If a tree falls in the forest, every other tree ...
- Thu Dec 12, 2019 11:45 am
- Forum: Won't implement
- Topic: Let anything use guns = {} attribute
- Replies: 19
- Views: 4679
Re: Let anything use guns = {} attribute
@nosports I'd try out a mod which randomized nearly everything with other-things. The map would probably quickly empty as everything killed each-other... find a way to make it fun and you have a mod I thought of (some) trees having secretly a gun & sufficient amuniton. May be a special gun/amun...
- Thu Dec 12, 2019 11:38 am
- Forum: Won't implement
- Topic: Let anything use guns = {} attribute
- Replies: 19
- Views: 4679
Re: Let anything use guns = {} attribute
------------------------------------------------------ To better illustrate the problem, feel free to load up a fresh, brand new save and run this code using the console, and you might yet understand why i'm saying this is an insane idea /c script.on_event(defines.events.on_tick,function() for k,tr...
- Tue Dec 10, 2019 8:16 pm
- Forum: Mods
- Topic: [MOD 0.15] Robot Mining Site 0.6.3
- Replies: 117
- Views: 93024
Re: [MOD 0.15] Robot Mining Site 0.6.3
Hello,
i wanted to try out this mod, but it gives me an error....
I have 0.17.79 & latest mod download
anyone expierencing the same ?
i wanted to try out this mod, but it gives me an error....
I have 0.17.79 & latest mod download
anyone expierencing the same ?
- Mon Dec 09, 2019 8:01 am
- Forum: Questions, reviews and ratings
- Topic: Tame Biters for an army
- Replies: 3
- Views: 1857
Tame Biters for an army
Hello, i am currently assembling a mod list for my next playthrough… So I want also tame (some) biters and grow me an army….. I think this is possible with mods, but I just don’t find it anymore (if I remember right) Just like tamed biters instead of robot army So I wanted to ask is there a mod enab...
- Wed Nov 27, 2019 12:34 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 397692
Re: [MOD 0.17] Industrial Revolution
So hello, i am not in space age and therefore i don't know if i need this cormium pile of mine (currently reaching 3000k) My suggestions : As for the Titanium i would add an additional titanium wall and weaken the steel wall a little bit for the Titanium..... If the crom surges will appear how about...
- Mon Nov 25, 2019 7:42 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 397692
Sensor recipe
Hello Deadlock,
i have noticed that sensor-recipe is also changed (copper wire -> copper plate) is this intentional ?
If so i need to fix my spaghetti to accomodate this new flavor
i have noticed that sensor-recipe is also changed (copper wire -> copper plate) is this intentional ?
If so i need to fix my spaghetti to accomodate this new flavor
- Sun Nov 24, 2019 5:36 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 397692
Re: [MOD 0.17] Industrial Revolution
I may have seen a glitch...
when using the upgrade-planer the icons of the logistic depots are still the icons of the steel depot....
Btw: i find the steel depot somewhat dark of color
when using the upgrade-planer the icons of the logistic depots are still the icons of the steel depot....
Btw: i find the steel depot somewhat dark of color
- Mon Nov 18, 2019 10:43 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 397692
Re: [MOD 0.17] Industrial Revolution
As for uranium i don't have used them in my play but i would change the needed material from titanium to steel, because i don't get why titanium is used because use of depleted uranium is just the weight for more impact damage, and then conteracting this with use of lighter material. so now going o...