Search found 87 matches
- Mon May 29, 2017 2:22 pm
- Forum: Show your Creations
- Topic: Splitter and Balancer in one
- Replies: 6
- Views: 4608
Re: Splitter and Balancer in one
Thanks. I saw more use for the two input-output, but thought someone may need the other. I did two different designs as one remains a 2 wide profile but the other is smaller length ways
- Mon May 29, 2017 12:44 pm
- Forum: Show your Creations
- Topic: Splitter and Balancer in one
- Replies: 6
- Views: 4608
Re: Splitter and Balancer in one
Yes... Yes I did forget the only reason why I posted that... I think more tea is needed
- Mon May 29, 2017 11:41 am
- Forum: Show your Creations
- Topic: Splitter and Balancer in one
- Replies: 6
- Views: 4608
Splitter and Balancer in one
Saw some use in this after some of my belts whilst balanced recived uneven inputs from both sides. With my old method ineffective I have tried to create a better method. This was the smallest I could get a one lane balancer, and a 2 lane splitter and balancer. Hope this is of use to someone. If ther...
- Mon May 29, 2017 10:37 am
- Forum: General discussion
- Topic: what will we got in next feature ?
- Replies: 5
- Views: 2577
Re: what will we got in next feature ?
After all these years not only am I surprised that he is still here, but that he also hasnt done anything to get himself banned
- Thu Sep 01, 2016 2:45 pm
- Forum: General discussion
- Topic: What did I miss?
- Replies: 5
- Views: 2537
Re: What did I miss?
Thankyou guys, I've found what I missed now
- Thu Sep 01, 2016 11:51 am
- Forum: General discussion
- Topic: What did I miss?
- Replies: 5
- Views: 2537
Re: What did I miss?
I am not denying that, that is 100% true. Any useful contribution to make?
- Thu Sep 01, 2016 11:08 am
- Forum: General discussion
- Topic: What did I miss?
- Replies: 5
- Views: 2537
What did I miss?
It must of been over a year since I last played and all these new circuits and stuff look complicated. How do they work and what have I missed?
- Fri Apr 03, 2015 4:08 pm
- Forum: Mods
- Topic: [0.11.x] Marathon Mod
- Replies: 45
- Views: 57257
Re: [0.11.x] Marathon Mod
I forgot to add it, it was a sort of reply to Tyrant597's comment.
- Fri Apr 03, 2015 2:18 pm
- Forum: Mods
- Topic: [0.11.x] Marathon Mod
- Replies: 45
- Views: 57257
Re: [0.11.x] Marathon Mod
Just thought I'd mention this, and feel free to ignore my opinion due to not actually having touched the mod yet. However hear me out, this is a great alternative to the base game. However I feel the developers want to let the players feel like they are progressing, which this mod lessens. Yet once ...
- Fri Apr 03, 2015 1:45 pm
- Forum: Balancing
- Topic: Combat drones
- Replies: 3
- Views: 12341
Re: Combat drones
Firstly set base size to large, then even with distraction capsules it gets difficult. You get focus fired by spitters and worms, and even if you run away, you'll need some good defenses. However for smaller amounts of biters they are OP, but then just scale up the difficulty yourself
- Tue Jun 17, 2014 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Gui Bug
- Replies: 9
- Views: 3882
Re: [0.10.0] Gui Bug
Sorry been busy. Save game https://www.dropbox.com/s/yp2bzchenl0snyn/BlackGold.zip
- Mon Jun 09, 2014 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Gui Bug
- Replies: 9
- Views: 3882
Re: [0.10.0] Gui Bug
Got 9.8 again, but where is the map folder for it? I can only find a generic factroio folder, which has maps in.
- Sat Jun 07, 2014 9:33 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 100903
Re: Bug Reports
In the 10.0 update factorio cant find the biolab graphic, causing start up to fail.
- Sat Jun 07, 2014 9:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Gui Bug
- Replies: 9
- Views: 3882
[0.10.0] Gui Bug
Whenever I try to open a 9.8 (?) world I get the bug 'Unknown Gui Type 111'. This map does have outdated mods on, but even when disabled the bug still happens. Upon testing, ANY old world that had mods on at some point doesn't work. If I update the mods the problem might be fixed, but i thought I be...
- Mon Jun 02, 2014 2:39 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 232959
Re: Peace with Aliens
Bonob, +1. Maybe also if you are aggressive towards them they build defences as well. Thinking modified substation that zaps you if you get too close.
- Sat May 31, 2014 8:10 pm
- Forum: General discussion
- Topic: Modules in Pumpjacks
- Replies: 16
- Views: 28771
Re: Modules in Pumpjacks
Six? I had one... Still there is a reason my oil train goes about 1500 blocks per round trip. More excuse to use trains!
- Sat May 17, 2014 7:04 am
- Forum: Mods
- Topic: [MOD 0.10.x] PowerLimiter & DMG v0.0.7
- Replies: 21
- Views: 17517
Re: [MOD 0.9.x] PowerLimiter & DMG v0.0.3
know its not much but I think that the generators need more 'new' parts to make it instead of hundreds of circuits.
- Fri May 09, 2014 3:50 pm
- Forum: Mods
- Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
- Replies: 71
- Views: 44152
Re: [MOD] 0.9.X]Red Alert Harvester V0.0.3
I like this mod, It's incredibly original. But if you can add a turret too it, add one to a train!
- Sun May 04, 2014 4:08 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 348159
Re: [MOD 0.9.8] Treefarm v1.0.1
I think hydro culture needs to go faster overall. but also use more fertiliser as well.
- Tue Apr 29, 2014 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Advanced Blueprint
- Replies: 4
- Views: 2203
Re: Advanced Blueprint
I dont see whats your problem with the standard blueprints.