Search found 13 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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.
- 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.
- 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...
- 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...
- 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...
- 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...