Search found 13 matches

by tsunami
Thu Jun 22, 2017 2:29 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 76771

Re: [MOD 0.15.21] Dark Matter Replicators

Well, mod items are back in. I've been working on a cost-from-recipe system as well as adding support for mod items back in. The new system is essentially done. The support for other mods isn't at the point when I would want to release it yet but I'm about to go travelling and won't be able to work...
by tsunami
Thu Jun 22, 2017 2:18 am
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45927

Re: [MOD 0.15] Portal Research (and Asteroid Mining)

Ladies, focus. Nerd glasses away please. Focus on the real game, Factorio. Everyone knows KSP is fake and Factorio is life! Now what I wanna know is how is this mod coming along? I haven't really tried out since its first release. Can someone give some feedback? The bf finally got RSO tweaked to a s...
by tsunami
Fri Jun 16, 2017 12:09 am
Forum: Mods
Topic: [MOD 0.14] Walls Block Spitters
Replies: 17
Views: 9929

Re: [MOD 0.14] Walls Block Spitters

Read your description out of curiosity and something caught my eye that made me wonder what you meant. What other stats have been balanced accordingly? I would assume spitters do more damage to walls now? No plans to install the mod just curious. I like checking out the different mods and seeing wh...
by tsunami
Thu Jun 15, 2017 4:11 am
Forum: Mods
Topic: [MOD 0.14] Walls Block Spitters
Replies: 17
Views: 9929

Re: [MOD 0.14] Walls Block Spitters

Read your description out of curiosity and something caught my eye that made me wonder what you meant. What other stats have been balanced accordingly? I would assume spitters do more damage to walls now? No plans to install the mod just curious. I like checking out the different mods and seeing wha...
by tsunami
Wed Jun 14, 2017 8:00 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Chaingunner
Replies: 9
Views: 9548

Re: [MOD 0.14] AAI Vehicles: Chaingunner

Tried it as a movable turret to relocate as needed to defend against biter attacks... wont even auto attack like a normal turret. Pointless to call it a turret on tracks. It's a re-skinned car. With AAI Programmable Vehicles you can have squads of Chaingunners form mobile defensive lines or send an...
by tsunami
Wed Jun 14, 2017 7:57 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 348962

Re: MOD [ 0.15.x] Bio-Industries 1.6.6

I don't use biter mods but I do play with biters in the base game turned up. I find my play style is I like a small buffer to get started (RSO for larger buffer time or more space) or just big starting area tends to do the trick. Then let the biters come at me. Usually by the time I am trying to pus...
by tsunami
Wed Jun 14, 2017 12:47 am
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Chaingunner
Replies: 9
Views: 9548

Re: [MOD 0.14] AAI Vehicles: Chaingunner

Tried it as a movable turret to relocate as needed to defend against biter attacks... wont even auto attack like a normal turret. Pointless to call it a turret on tracks. It's a re-skinned car.
by tsunami
Tue Jun 13, 2017 10:51 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 348962

Re: MOD [ 0.15.x] Bio-Industries 1.6.6

Can anybody give a reasonable explanation for a use of a bio cannon? From what I can tell it's a stationary base killer with limited range.
by tsunami
Sat Feb 13, 2016 6:25 am
Forum: Videos
Topic: [YouTube] FishSandwich's Factorio playthroughs
Replies: 292
Views: 98985

Re: [YouTube] FishSandwich's Factorio playthroughs

Your content was good until recently. Why do you have to be such an ass to people? Can a moderator please remove his links and ban him from posting any youtube links? He is just a troll.
by tsunami
Sun Aug 16, 2015 3:58 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 201549

Re: [0.12.x] RSO Discussion thread

Just checked with a fresh download of the latest RSO version (no config changes). It seemed to consistently generate worlds with all vanilla resources in the starting area as far as I could tell... The only change I did was disable the "donut" shape in the RSO config. I am not going to pr...
by tsunami
Sun Aug 16, 2015 3:49 am
Forum: Ideas and Suggestions
Topic: World Generation Frustration
Replies: 5
Views: 3443

Re: World Generation Frustration

I have no idea about vanilla generation tbh - not using it really. But RSO should guarantee you starting resources. And it's specifically made to force you to travel when those are exhausted - maybe try reducing amount of water. A lot of water with interfere with RSO and might make it skip some res...
by tsunami
Sat Aug 15, 2015 5:59 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 201549

Re: [0.12.x] RSO Discussion thread

Is there any way to generate decent resource patches in the start and then spread out the rest? I tried the vanilla very low frequency to try to spread out the map but it kept leaving out key resources (IE Iron or Coal) in the starting area and then none to be found before finding biters. I tried RS...
by tsunami
Sat Aug 15, 2015 5:52 pm
Forum: Ideas and Suggestions
Topic: World Generation Frustration
Replies: 5
Views: 3443

World Generation Frustration

Not sure how many other people are running into this problem but no matter what I set the world generation as I get a stupid amount of tiny ore pockets in the starting area, or I get a starting area missing one or more of the main ores (not counting oil). I set the world settings to low frequency be...

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