Search found 87 matches

by Deathmage
Mon May 29, 2017 2:22 pm
Forum: Show your Creations
Topic: Splitter and Balancer in one
Replies: 6
Views: 4280

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
by Deathmage
Mon May 29, 2017 12:44 pm
Forum: Show your Creations
Topic: Splitter and Balancer in one
Replies: 6
Views: 4280

Re: Splitter and Balancer in one

Yes... Yes I did forget the only reason why I posted that... I think more tea is needed :roll:
by Deathmage
Mon May 29, 2017 11:41 am
Forum: Show your Creations
Topic: Splitter and Balancer in one
Replies: 6
Views: 4280

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...
by Deathmage
Mon May 29, 2017 10:37 am
Forum: General discussion
Topic: what will we got in next feature ?
Replies: 5
Views: 2243

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
by Deathmage
Thu Sep 01, 2016 2:45 pm
Forum: General discussion
Topic: What did I miss?
Replies: 5
Views: 2249

Re: What did I miss?

Thankyou guys, I've found what I missed now :D
by Deathmage
Thu Sep 01, 2016 11:51 am
Forum: General discussion
Topic: What did I miss?
Replies: 5
Views: 2249

Re: What did I miss?

I am not denying that, that is 100% true. Any useful contribution to make?
by Deathmage
Thu Sep 01, 2016 11:08 am
Forum: General discussion
Topic: What did I miss?
Replies: 5
Views: 2249

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?
by Deathmage
Fri Apr 03, 2015 4:08 pm
Forum: Mods
Topic: [0.11.x] Marathon Mod
Replies: 45
Views: 54645

Re: [0.11.x] Marathon Mod

I forgot to add it, it was a sort of reply to Tyrant597's comment.
by Deathmage
Fri Apr 03, 2015 2:18 pm
Forum: Mods
Topic: [0.11.x] Marathon Mod
Replies: 45
Views: 54645

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 ...
by Deathmage
Fri Apr 03, 2015 1:45 pm
Forum: Balancing
Topic: Combat drones
Replies: 3
Views: 11497

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
by Deathmage
Tue Jun 17, 2014 6:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Gui Bug
Replies: 9
Views: 3425

Re: [0.10.0] Gui Bug

by Deathmage
Mon Jun 09, 2014 6:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Gui Bug
Replies: 9
Views: 3425

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.
by Deathmage
Sat Jun 07, 2014 9:33 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 92486

Re: Bug Reports

In the 10.0 update factorio cant find the biolab graphic, causing start up to fail.
by Deathmage
Sat Jun 07, 2014 9:22 am
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Gui Bug
Replies: 9
Views: 3425

[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...
by Deathmage
Mon Jun 02, 2014 2:39 pm
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 215667

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. :D
by Deathmage
Sat May 31, 2014 8:10 pm
Forum: General discussion
Topic: Modules in Pumpjacks
Replies: 16
Views: 24655

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!
by Deathmage
Sat May 17, 2014 7:04 am
Forum: Mods
Topic: [MOD 0.10.x] PowerLimiter & DMG v0.0.7
Replies: 21
Views: 16358

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.
by Deathmage
Fri May 09, 2014 3:50 pm
Forum: Mods
Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Replies: 71
Views: 40584

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!
by Deathmage
Sun May 04, 2014 4:08 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 327955

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.
by Deathmage
Tue Apr 29, 2014 6:33 pm
Forum: Ideas and Suggestions
Topic: Advanced Blueprint
Replies: 4
Views: 1904

Re: Advanced Blueprint

I dont see whats your problem with the standard blueprints.

Go to advanced search