Search found 202 matches
- Mon Jun 22, 2015 12:36 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 101303
Re: [UPDATED] Introducing NARMod 3.4
I think something is wrong with the electric furnaces in the alpha? I can't put anything into them and all the recipes are red. EDIT: Okay, after I researched tin / lead, I saw a different set of recipes and I can make solder in it. Can we no long make iron-plates without a fuel burning furnace? If...
- Sun Jun 21, 2015 1:59 pm
- Forum: Maps and Scenarios
- Topic: Interesting spawn
- Replies: 8
- Views: 22837
Re: Interesting spawn
Radars have stopped searching out new sectors. Not a whole lot of prospects for expansion immediately - although right now I dont really need expansion, as my current holdings are extremely under-utilised.
![Image](https://forums.factorio.com/images/ext/668347e9b67243bc808b3fa9e5e26099.PNG)
- Sun Jun 21, 2015 1:57 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 101303
Re: [UPDATED] Introducing NARMod 3.4
Well - the offshore dump was a thematic suggestion, and one which has a significant tradeoff - its massive pollution output (duh). Im going to be adding it to my games anyway, but I thought it was a fair suggestion, given that it gives you an option. Gameplay wise, options are good. And lets face it...
- Sun Jun 21, 2015 12:40 pm
- Forum: Maps and Scenarios
- Topic: Interesting spawn
- Replies: 8
- Views: 22837
Re: Interesting spawn
http://images.blu3wolf.com/uploads/coldwar.PNG
EDIT: ah, again I fail to take into account the limited width of the forum. Hmm.
EDIT2: solution!
![Image](https://forums.factorio.com/images/ext/6d2c7a238285ccaabb03f824df7fdbeb.png)
EDIT: ah, again I fail to take into account the limited width of the forum. Hmm.
EDIT2: solution!
![Image](https://forums.factorio.com/images/ext/6d2c7a238285ccaabb03f824df7fdbeb.png)
- Sun Jun 21, 2015 11:48 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 101303
Re: [UPDATED] Introducing NARMod 3.4
It is painful trying to make concrete blocks just by using the stone by-product from frothing copper dust. I cant even use the copper concentrate yet, but Im making loads of it in order to get the crushed stone I need to make concrete. Im not sure if its intentional or not, but the forge has an icon...
- Sun Jun 21, 2015 11:44 am
- Forum: Maps and Scenarios
- Topic: Interesting spawn
- Replies: 8
- Views: 22837
Re: Interesting spawn
nearest base (north east) is at 130, -100; in chunk 4,-4.
I did travel north east slightly to get to the minerals too - I actually spawned on the western shore of the large pool south of my setup.
I did travel north east slightly to get to the minerals too - I actually spawned on the western shore of the large pool south of my setup.
- Sun Jun 21, 2015 10:23 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 101303
Re: [UPDATED] Introducing NARMod 3.4
I see in the picture tutorial that when I get to aluminium production, I will get a waste product out of it. Is it possible that something like the Offshore Dump could be included with NARMod to allow us to deal with that? Im also a little confused by not being able to crush stone in the crusher to ...
- Sun Jun 21, 2015 9:03 am
- Forum: Maps and Scenarios
- Topic: Interesting spawn
- Replies: 8
- Views: 22837
Re: Interesting spawn
Its getting better and better...
So now the question is whether I blame it on the RNG hating me or my fiddling about with adding brine pools to RSOs spawning.
![Image](https://forums.factorio.com/images/ext/2907a379857c89fca82dd2c4196abae3.PNG)
![Image](https://forums.factorio.com/images/ext/1b00af7fe7894fed658ddbe27e9b9cd5.PNG)
So now the question is whether I blame it on the RNG hating me or my fiddling about with adding brine pools to RSOs spawning.
- Sun Jun 21, 2015 8:00 am
- Forum: Maps and Scenarios
- Topic: Interesting spawn
- Replies: 8
- Views: 22837
Re: Interesting spawn
Nope. region size wasnt touched. To the south is empty, exactly what I am used to with RSO. To the north is the alien cities... spent the last couple hours running no more than 2 drills at once and using a single assembler to (slowly) get military and turrets... EDIT: interestingly to the north reso...
- Sun Jun 21, 2015 4:54 am
- Forum: Maps and Scenarios
- Topic: Interesting spawn
- Replies: 8
- Views: 22837
Re: Interesting spawn
hmm. The forum has cut off the edges of the screenshot.
http://images.blu3wolf.com/uploads/factorio.png
I guess I will have to make as little pollution as possible and research military as soon as possible!
http://images.blu3wolf.com/uploads/factorio.png
I guess I will have to make as little pollution as possible and research military as soon as possible!
- Sun Jun 21, 2015 4:51 am
- Forum: Maps and Scenarios
- Topic: Interesting spawn
- Replies: 8
- Views: 22837
Interesting spawn
So I think this is the most interesting spawn I have had with RSO. Normally RSO tends to give me a lot of space before running into aliens, but I guess not always! Multiple alien bases within visual distance of my starting area... eep! http://images.blu3wolf.com/uploads/factorio.png http://images.bl...
- Sat Jun 20, 2015 9:21 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 101303
Re: [UPDATED] Introducing NARMod 3.4
correction: the workshop occupies a 3x3 size, the graphic is bigger again.Blu3wolf wrote:The workshop occupies a 2x2 space, but the graphic is for a 3x3 size. As such you can walk underneath part of it. As the burner assembler is 2x2 also I assume its just incorrect scaling of the graphic?
- Sat Jun 20, 2015 7:57 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 101303
Re: [UPDATED] Introducing NARMod 3.4
The workshop occupies a 2x2 space, but the graphic is for a 3x3 size. As such you can walk underneath part of it. As the burner assembler is 2x2 also I assume its just incorrect scaling of the graphic? by damienreave I couldn't find a generic term for secondary ores in the main ore body. If you know...
- Sat Jun 20, 2015 7:32 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 178817
Re: Resource Spawner Overhaul - Discussion thread
think I nutted it out, at least brine pools do spawn now and are also affected by RSO (though whether they are affected completely as intended is uncertain). Going to play through with it now and see if it breaks when it gets to generating the non standard resources.
- Sat Jun 20, 2015 6:55 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 178817
Re: Resource Spawner Overhaul - Discussion thread
Have just worked out that Im not on the latest version of RSO anyway. Was running 1.0.2 instead. 1.1.1's config.lua file has all the spawning logic stripped out of it, so I guess I need to go hunting. Appreciate the suggestion for patience, but factorio is my 'patience' whilst waiting for updates on...
- Sat Jun 20, 2015 5:53 am
- Forum: Mods
- Topic: [0.11.2+] Tanks! 0.0.9
- Replies: 14
- Views: 36822
Re: [0.11.2+] Tanks! 0.0.9
You had me hooked up to this point. I now really really want an endgame option for mass producing tanksKON_Air wrote:Builds Tanks/Support vehicles. Can be (and should be) outside Logistic chain, since there is little point in mass producing tanks...
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Sat Jun 20, 2015 5:47 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 178817
Re: Resource Spawner Overhaul - Discussion thread
Hi all. Looking for some clarification on the settings for RSO. Im wanting to try out NARMod. That said, I cannot force myself to play without RSO. So I am trying to set up RSO to handle the spawning of the brine pools that NARMod adds. I copied the section from dytech's lava and changed the name, b...
- Fri Jun 19, 2015 12:19 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
- Replies: 15
- Views: 26869
Re: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
now, I know, I'm not supposed to do that but seriously, 1000 polution ? in the beginning of the item, ok, digging into the ground is not ecofriendly but ... after the hole is dug, the polution should drop ! No, not really. A mohole exchanges heat from the core of the planet with the atmosphere, gre...
- Fri Jun 19, 2015 11:59 am
- Forum: Mods
- Topic: [Mod 0.11.20] Steampunk V 0.1.1
- Replies: 13
- Views: 28239
Re: [Mod 0.11.20] Steampunk V 0.1.1
rars are smaller.
- Fri May 22, 2015 2:32 pm
- Forum: Ideas and Requests For Mods
- Topic: Parking Lots
- Replies: 3
- Views: 4825
Re: Parking Lots
I assume I linked the right one... Maybe I didnt. Past me is always screwing up like that. In the video I meant to link, some pretty upstanding dudes are in the process of making a parking lot and get interrupted. Shenanigans ensue. I like parking lots. Factorio (typically) involves mass deforestati...