Search found 38 matches
- Wed Mar 18, 2020 4:14 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 168578
Re: [MOD 0.18] KRASTORIO^2
Creep spade cannot be put into crusher, so there's no way to get rid of it when you no longer need it. #literallyunplayable
Put in chest
Destroy chest
???
Profit.
Seriously it's Multiplayer 101 in Vanilla when dealing with abundances of wood, pistols and miscellaneous stuff nobody wants ...
- Fri Mar 13, 2020 7:10 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 168578
Re: [MOD 0.18] KRASTORIO^2
Ok, tell me if I'm missing something, but from what I see, the most basic tech card needs wood, and wood production can't be automated until after blue science, some couple of thousands tech cards later? Not only mass-cutting wood is boring, but when starting in a desert biome you walk for ...
- Fri Mar 13, 2020 3:01 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 168578
Re: [MOD 0.18] KRASTORIO^2
I absolutely adore the graphical style and general feel of polish of this mod. I haven't seen anything like it since Industrial Revolution
But I must ask, compatibility-wise, is there room for something like AAI Vehicles and it's Programming?
But I must ask, compatibility-wise, is there room for something like AAI Vehicles and it's Programming?
- Tue Jul 02, 2019 12:10 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469503
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
I just wanted to say, your Sprite Work is beautiful.
I might have to give your mod a try based on that alone. It feels so in theme with Factorio versus some of the other overhauls I've seen.
I might have to give your mod a try based on that alone. It feels so in theme with Factorio versus some of the other overhauls I've seen.
- Sat May 06, 2017 2:56 am
- Forum: Mods
- Topic: [0.14.x] Nuclear Robots
- Replies: 4
- Views: 5048
Re: [0.14.x] Nuclear Robots
I might make it where these things do 50% of the damage and radius as a nuclear missile but I want to hear some feedback before doing this.
...Nuclear Missile? An Atomic Bomb? Good heavens no. Make it like the Uranium Explosive Tank Shell at most, but even at half an Atomic Bomb's yield would ...
- Sat May 06, 2017 2:40 am
- Forum: Ideas and Suggestions
- Topic: [0.15] Make Biters Interesting... (And Irradiation)
- Replies: 1
- Views: 1735
[0.15] Make Biters Interesting... (And Irradiation)
Well, now that we have the 'Combat Rebalancing' mostly out of the way as of 0.15, I was thinking... Biters are literally underpowered in the current setting.
So, to counter that, I'd like to propose some ideas I'd been stewing on for a while.
Hive Retaliation - Pretty much what it says on the ...
So, to counter that, I'd like to propose some ideas I'd been stewing on for a while.
Hive Retaliation - Pretty much what it says on the ...
- Sat May 06, 2017 1:54 am
- Forum: Balancing
- Topic: Tank rebalancing
- Replies: 6
- Views: 3501
Re: Tank rebalancing
I don't know if you've used the Tank recently, but it's literally the strongest it's ever been as of 0.15, I mean, someone on Reddit even went to lengths discussing how good it was in a Death-world scenario .
Really I think it's a matter of how you use it, and how it scales with other techs. I mean ...
Really I think it's a matter of how you use it, and how it scales with other techs. I mean ...
- Fri May 05, 2017 9:56 pm
- Forum: General discussion
- Topic: Glowing heat pipes
- Replies: 7
- Views: 4076
Re: Glowing heat pipes
It would be a nice visual touch, that's for certain, and would give us a better visual representation of when the Reactors working.
Hell, if there's an 'overheat' mechanic (Heat Exchangers not getting enough Water pumped into them to transfer the heat away) and the turbines losing efficiency (maybe ...
Hell, if there's an 'overheat' mechanic (Heat Exchangers not getting enough Water pumped into them to transfer the heat away) and the turbines losing efficiency (maybe ...
- Fri May 05, 2017 9:43 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 44005
Re: New achievements for 0.15
To be honest, we could actually do with a sticky for 'Achievement Suggestions', let the Devs pick from the most practical/ingenious/well polished proposals.
Heres a few of my own;
We Have the Technology - Automate High Tech Science Packs
To Boldly Go... - Research 5 Repeatable Research Topics ...
Heres a few of my own;
We Have the Technology - Automate High Tech Science Packs
To Boldly Go... - Research 5 Repeatable Research Topics ...
- Fri May 05, 2017 9:32 pm
- Forum: Ideas and Suggestions
- Topic: Alien Crafting Materials
- Replies: 2
- Views: 1536
Re: Alien Crafting Materials
On "Default" Settings, Biters grow to encompass broad swathes of the game world past ~4-5 hours and still present a challenge; opposition to expansion and excessive pollution.
It has been noted however that if you try the 'Rail World' settings, the biter density is even sparser and also have their ...
It has been noted however that if you try the 'Rail World' settings, the biter density is even sparser and also have their ...
- Fri May 05, 2017 9:18 pm
- Forum: General discussion
- Topic: The only mod I need now is...
- Replies: 9
- Views: 4953
Re: The only mod I need now is...
...one to automatically refuel trains.
To be honest, this is more a 'user problem' that can be fixed with simple changes in a station design; for example, setting up a chest with inserter at the front (and rear, if you use it) engine at it's main unload station and fill said chest with some Coal ...
To be honest, this is more a 'user problem' that can be fixed with simple changes in a station design; for example, setting up a chest with inserter at the front (and rear, if you use it) engine at it's main unload station and fill said chest with some Coal ...
- Fri May 05, 2017 9:14 pm
- Forum: General discussion
- Topic: "Uranium Tank"
- Replies: 2
- Views: 1936
Re: "Uranium Tank"
Not really, just looks like a possibly higher definition Uranium 238 item sprite.
- Tue Apr 25, 2017 12:31 am
- Forum: Ideas and Suggestions
- Topic: [0.15] Programmable Speaker - Disable Global Playback
- Replies: 2
- Views: 1898
[0.15] Programmable Speaker - Disable Global Playback
At the moment, the biggest problem in any multiplayer game we've found so far in the newest version has been the Programmable Speaker, whose "Global Playback" Feature is an easy avenue for untrusted clients to use and abuse, filling the audio channels with pure, unmoderated noise .
A simple fix to ...
A simple fix to ...
- Wed Jan 18, 2017 4:17 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 643857
Re: [MOD 0.14] AAI Programmable Vehicles
I've done all sort of tests with the mod list from the desync report and have not been able to recreate the problem. I think maybe it's because I'm testing with 2 account over LAN and it does not cause the same issues as a public game maybe? Anyway I've been trying to host a public game but ...
- Tue Jan 17, 2017 4:21 pm
- Forum: Desyncs with mods
- Topic: Desync - Dedicated Linux Server with AAI Prog. Vehicles
- Replies: 1
- Views: 2182
Desync - Dedicated Linux Server with AAI Prog. Vehicles
Original post is Here
Conditions of Desync: When more than 1 Player is on the map in multiplayer, desyncs follow moments later.
Mod List:
AAI and all it's dependencies
Reactors by GotLag
Bergius Process by Klonan
Warehousing Mod by Anoyomouse
And Natural Evolution Expansion by TheSAguy ...
Conditions of Desync: When more than 1 Player is on the map in multiplayer, desyncs follow moments later.
Mod List:
AAI and all it's dependencies
Reactors by GotLag
Bergius Process by Klonan
Warehousing Mod by Anoyomouse
And Natural Evolution Expansion by TheSAguy ...
- Tue Jan 17, 2017 4:12 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 643857
Re: [MOD 0.14] AAI Programmable Vehicles
Say, is there anywhere I can view desync logs. AAI isn't playing nice with Multiplayer and I'm not sure if it's the multiplayer itself that's doing it, or there is a mod conflict. (It runs fine when there's only a single player on the server, but the moment another joins, desyncs follow and the game ...
- Thu Jan 12, 2017 6:52 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 643857
Re: [MOD 0.14] AAI Programmable Vehicles
Say, uh, I dunno if this is the place to ask, but it feels a little weird starting out being able to build Miners and Haulers from the get-go. Would it be possible to lock these behind Automobiles in the Tech Tree?
I guess the same could be said for the Chaingunners too. Then again, another mod ...
I guess the same could be said for the Chaingunners too. Then again, another mod ...
- Thu Oct 20, 2016 8:03 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 129259
Re: [0.14] Reactors
Looks like Nixie Tubes by Justarandomgeek.AlphaLima wrote:Loving those screen, what mod is that?OdinYggd wrote:No-Waste Nuclear
- Mon Aug 29, 2016 5:38 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 355324
Re: [MOD 0.13.15] Robot Army. 0.2.2
I have exhausted all of the nests with in over a 10 minute car ride from my factory and my robots just sit their congregating where I have a singular rally point. I was hoping that I could possibly put a rally point(s) a little ways out towards the edge of my map and hope that the robots start ...
- Sat Aug 27, 2016 12:48 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 355324
Re: [MOD 0.13.15] Robot Army. 0.2.2
At this point you may as well just factor in the ammunition consumption into the initial investment if you really want to go into it without adding any complexity (You know, something simple like 5 Basic Magazines for a Clockie, 10 AP for a standard robot, a couple of batteries or a couple of flamer ...