I added the yellow and red variants and removed the trivial stuff -snip-
Blueprint Book:
I dont like too many blueprints in a single book, so i further sorted down to 3 individual books, 1 for each tier of belt if anyone alse is as pointlessly picky as i am :P
Yellows:
0eNrtnV+vJMdx5b ...
Search found 8 matches
- Sun May 14, 2017 10:46 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another belt balancer compendium
- Replies: 24
- Views: 81787
- Tue Oct 27, 2015 1:10 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 187399
Re: Resource Spawner Overhaul - Old discussion thread
you gouys should really think about some linking around when you run 100 different threads....
its a nightmare trying to do anything related to this mod due to the "go here, no go there" thread hopping you ask for. especially since you never actually direct us to where anything is but instead make ...
its a nightmare trying to do anything related to this mod due to the "go here, no go there" thread hopping you ask for. especially since you never actually direct us to where anything is but instead make ...
- Sat Aug 29, 2015 7:09 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 145645
Re: [MOD 0.12] Blueprint String
The folder is in your top level Factorio folder, not in the mods folder. It's called "script-output", then will have a subfolder for blueprint string. It shouldn't matter whether the mod is zipped or not.
well it doesnt show up in my mods list when its unpacked :P but anyway,
Yeah i got it now ...
well it doesnt show up in my mods list when its unpacked :P but anyway,
Yeah i got it now ...
- Sat Aug 29, 2015 6:31 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 145645
Re: [MOD 0.12] Blueprint String
are you meant to unzip the mod before use?
(Most games I mod you just keep the mod as there compressed self, so i never unpacked it.)
I ask because when i try to export blueprints it tells me it was saved to the folder, But when i look for it no such folder exists.
EDIT: I realized shortly after ...
(Most games I mod you just keep the mod as there compressed self, so i never unpacked it.)
I ask because when i try to export blueprints it tells me it was saved to the folder, But when i look for it no such folder exists.
EDIT: I realized shortly after ...
- Sat Dec 07, 2013 7:33 pm
- Forum: Balancing
- Topic: [0.8] Campaign too difficult
- Replies: 35
- Views: 27839
Re: [0.8] Campaign too difficult
I have to disagree with the mission being too hard.
II did the tutorial / campaign missions the first time i ever played the game and had no issue beating them all first go despite having basically no idea what i was doing.
( it was no cakewalk, but thats good IMO... it actually makes you think ...
II did the tutorial / campaign missions the first time i ever played the game and had no issue beating them all first go despite having basically no idea what i was doing.
( it was no cakewalk, but thats good IMO... it actually makes you think ...
- Fri Dec 06, 2013 7:53 pm
- Forum: Balancing
- Topic: Bases shouldnt increase SO much when going far
- Replies: 11
- Views: 14356
Re: Bases shouldnt increase SO much when going far
Maybe when creating the map you made creeper base spawning high? I dont think that amound of bases is normal.
Nah I didnt change anything other than setting the resources to be a bit higher, i left the spawns normal >.>
No, as already mentioned in the last weeks I had the same problems. Not ...
Nah I didnt change anything other than setting the resources to be a bit higher, i left the spawns normal >.>
No, as already mentioned in the last weeks I had the same problems. Not ...
- Fri Dec 06, 2013 8:47 am
- Forum: Balancing
- Topic: Bases shouldnt increase SO much when going far
- Replies: 11
- Views: 14356
Re: Bases shouldnt increase SO much when going far
>.> I dont even have to go that far to find bases like that...
I started a new game and right off the hop couldn't wander too far off my little island (I have had issues with getting spawn rushed in the past, so i edited the spawn into an island)
Wondering why, I built a radar. and lone behold, this ...
I started a new game and right off the hop couldn't wander too far off my little island (I have had issues with getting spawn rushed in the past, so i edited the spawn into an island)
Wondering why, I built a radar. and lone behold, this ...
- Fri Dec 06, 2013 8:19 am
- Forum: Balancing
- Topic: The way spawners work [0.7.4]
- Replies: 10
- Views: 13252
Re: The way spawners work [0.7.4]
wouldnt that make creeper base attacking too easy?
not if it were combined with a build distance limit so that a player can't build a wall of turrets right by the enemy base
What comes to mind when you say that is Zerg Creep from starcraft,
I like it. it fixes the OPness of having a spawner so ...