Search found 12 matches
- Wed Jul 13, 2016 8:01 am
- Forum: Ideas and Suggestions
- Topic: Tutorial suggestion, how to pick up machines
- Replies: 5
- Views: 1652
Re: Tutorial suggestion, how to pick up machines
Yes, I realize that there are videos out there that show this. However, when one is playing the very basic tutorial, it is frustrating to run into a problem and have to hunt for videos to find the answer.
- Wed Jul 13, 2016 6:24 am
- Forum: Ideas and Suggestions
- Topic: Tutorial suggestion, how to pick up machines
- Replies: 5
- Views: 1652
Tutorial suggestion, how to pick up machines
I'm a returning player, and forgot everything, even the basic stuff, so I"m doing the tutorial. I get to the one where I make burners and miners. They don't seem to register when I make them so I just plop them down to get the "quest" done. OK, now I'm supposed to set up some automati...
- Fri May 29, 2015 3:07 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 106056
Re: [UPDATED] Introducing NARMod 3.1
Don't make too much of an adjustment. I'm playing your mod for the first time, making lots of mistakes, but still keeping it small enough not to be attacked by biters yet. To tell you the truth, it's been so long since I've played that I forget what weapons I used to take out the beginning worms. Bu...
- Thu May 28, 2015 10:25 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 106056
Re: [UPDATED] Introducing NARMod 3.1
This is absolutely crazy. I have: 5 electric miners 3 stone furnaces 1 treefarm w/ burner assember 3 chemical factories 1 metal mixing furnace 8 assemblers 2 extractors All to make green data. And I have no idea which machines will be idle, and which will require a another to keep the last assembler...
- Wed May 27, 2015 7:46 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 106056
Re: [UPDATED] Introducing NARMod 3.1
Not brave, just ignorant. My plan to take out the first biter nest was impossible as I spotted worms, and I could not kill them. So, I needed defense. I learned now to make cement and started building walls and turrets. I'm not completely surrounded by walls yet, my area is too big, but I do have wa...
- Tue May 26, 2015 8:51 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 106056
Re: [UPDATED] Introducing NARMod 3.1
Managed to figure out how to make bullets for my rifle. Got that process up, but unfortunately had to build a second Steam Generator to handle the load of the Charcoal producer. I've been really trying to keep small with only one generator until I get more defenses up. Right now, plan to stop expand...
- Tue May 26, 2015 12:03 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 106056
Re: [UPDATED] Introducing NARMod 3.1
I see some changes in just the few days since the video was made and today. Tjalmann was able to research Military from the start. So far I have researched "Tin and Lead Processing", "Extraction Technology", "Chemical Processing 1" and Chemical Processing 2", and I...
- Mon May 25, 2015 6:45 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 106056
Re: [UPDATED] Introducing NARMod 3.1
If you unzip the .zip file in first post, there is a file labeled 'config'. Set challengemode = true, save it, and then load the game. Thank you. It would be nice to have the option on the map generation page, like the peace option. It's a bit of a bother to unzip it since mods are normally left zi...
- Mon May 25, 2015 5:16 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 106056
Re: [UPDATED] Introducing NARMod 3.1
Saw the you tube video from Tjalmann. He mentions that he is using the challenge mode, no hand crafting. When I click on the mod in the game start it says a challenge mode is available, but I have no idea now to toggle it on.
- Fri May 22, 2015 6:36 pm
- Forum: Mods
- Topic: [0.11.19] 0craft MOD
- Replies: 25
- Views: 20246
Re: [0.11.19] 0craft MOD
I took a very quick look at all three no crafting mods I could find. 0craft - seems to be the closest to the original challenge. It still allows things like making multiple steam generators, stone furnaces, burner mining drills before Automation is discovered. No Crafting Challenge - gives the playe...
- Fri May 22, 2015 5:25 pm
- Forum: Ideas and Suggestions
- Topic: No Crafting Option
- Replies: 2
- Views: 1111
Re: No Crafting Option
Thanks for the heads up. I have now found three mods that have no crafting as the idea. In my opinion, there seems to be enough interest to make an 'official' version. But I'll give the mods a try.
- Fri May 22, 2015 12:50 am
- Forum: Ideas and Suggestions
- Topic: No Crafting Option
- Replies: 2
- Views: 1111
No Crafting Option
I have recently viewed a you tube video about playing Factorio with no crafting. https://www.youtube.com/watch?v=FTszEGCARW4&list=PLOx2-nvzE_ZKIrTTzJ5etReO2iFeo_WIp As the video states, there are a few items you need to craft as there is no choice. But the list of required crafts is actually qui...