Search found 8 matches

by Trollsama
Sun May 14, 2017 10:46 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Yet another belt balancer compendium
Replies: 23
Views: 74399

Re: Yet another belt balancer compendium

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+KMc9sITMi8k/x...
by Trollsama
Tue Oct 27, 2015 1:10 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176105

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 inst...
by Trollsama
Sat Aug 29, 2015 7:09 am
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 136430

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 i...
by Trollsama
Sat Aug 29, 2015 6:31 am
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 136430

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 pos...
by Trollsama
Sat Dec 07, 2013 7:33 pm
Forum: Balancing
Topic: [0.8] Campaign too difficult
Replies: 35
Views: 25576

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 ) Bu...
by Trollsama
Fri Dec 06, 2013 7:53 pm
Forum: Balancing
Topic: Bases shouldnt increase SO much when going far
Replies: 11
Views: 13554

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 THAT ma...
by Trollsama
Fri Dec 06, 2013 8:47 am
Forum: Balancing
Topic: Bases shouldnt increase SO much when going far
Replies: 11
Views: 13554

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...
by Trollsama
Fri Dec 06, 2013 8:19 am
Forum: Balancing
Topic: The way spawners work [0.7.4]
Replies: 10
Views: 12487

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 larg...

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