And so many sweet textures too! I just wonder why the spritesheet for the flame turret was ordered differently than the tank turret, it spins counter clockwise, was a bit of work to get that one straightened out!V453000 wrote:I knew it wouldn't take long till someone tints the fires XD
Search found 51 matches
- Sat Jul 02, 2016 10:24 am
- Forum: Mods
- Topic: [MOD 0.13.3] Moar tanks :3
- Replies: 7
- Views: 6706
Re: [MOD 0.13.3] Moar tanks :3
- Sat Jul 02, 2016 8:20 am
- Forum: Mods
- Topic: [MOD 0.13.3] Moar tanks :3
- Replies: 7
- Views: 6706
[MOD 0.13.3] Moar tanks :3
This is a simple mod. Its aim is to bring more tanks and cars to the game for more combat diversity.
Additions:
Flame tank (unlocked after normal tank)
Green wildfire, does much more damage and burns forests faster, but it is alien science and costs artifacts.
The flame tank does of course have a ...
Additions:
Flame tank (unlocked after normal tank)
Green wildfire, does much more damage and burns forests faster, but it is alien science and costs artifacts.
The flame tank does of course have a ...
- Sat Jun 18, 2016 10:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Bug when setting a inventory logistics slot
- Replies: 1
- Views: 1160
[Rseding91] Bug when setting a inventory logistics slot
How to reproduce:
/c game.local_player.force.manual_crafting_speed_modifier=10000
Set up a long crafting queue
Try setting logistics slot.
Expected result: Slot remains blank after clicking it. Does not happen when not crafting or when crafting slowly.
/c game.local_player.force.manual_crafting_speed_modifier=10000
Set up a long crafting queue
Try setting logistics slot.
Expected result: Slot remains blank after clicking it. Does not happen when not crafting or when crafting slowly.
- Wed Feb 03, 2016 10:55 pm
- Forum: Fan Art
- Topic: Who indulges their artistic side?
- Replies: 4
- Views: 19737
Re: Who indulges their artistic side?
I like how you use blue belts and basic assemblers KappaIphrid wrote:This is in no way done legit. I used the map editor to make a pretty village-like setup with different buildings doing different things and made it pretty with both paths and trees.![]()
- Wed Feb 03, 2016 12:41 pm
- Forum: Show your Creations
- Topic: 3 rockets/minute with vanilla+
- Replies: 1
- Views: 7443
3 rockets/minute with vanilla+
All about it here: https://www.reddit.com/r/factorio/comme ... n_vanilla/
No, I haven't gotten enough outposts to support it, but if you redirect all the trains yuo would get slightly above 1 rpm.
Images: http://imgur.com/a/AKFjI
No, I haven't gotten enough outposts to support it, but if you redirect all the trains yuo would get slightly above 1 rpm.
Images: http://imgur.com/a/AKFjI
- Wed Feb 03, 2016 12:22 pm
- Forum: Show your Creations
- Topic: Bob's Mods: 1,900 rockets every 10 minutes (~3.2/sec)
- Replies: 6
- Views: 22883
Re: Bob's Mods: 1,900 rockets every 10 minutes (~3.2/sec)
I find it funny how my vanilla base peaks out at a just as high plate consumption, and I launch one every 20 seconds for reference.
- Tue Feb 02, 2016 11:36 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 103457
Re: [MOD 0.12.x] Factorio Maps
So hello! First of all, I am going to say that this mod is awesome. I took a huge image of my base as I started building it, and it was awesome. Took 30 minutes to finish. Now I am trying to take another image of my finished megabase launching 3 rockets/minute (not sustained by outposts) but it ...
- Mon Jan 18, 2016 11:38 pm
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 140185
Re: Splitter not working properly
Ah, this was nice info. Thanks to Daniel for explanations that made sense after a while! If anyone still don't get it, I will link to this stream of mine where I figured most of it out.
http://www.twitch.tv/danielv1234/v/36275843
I didn't realize that splitters were that dumb.
I think the best ...
http://www.twitch.tv/danielv1234/v/36275843
I didn't realize that splitters were that dumb.
I think the best ...
- Wed Jan 06, 2016 10:15 am
- Forum: Maps and Scenarios
- Topic: [WIP] new story idea for scenario. [ex.trading]
- Replies: 1
- Views: 8812
Re: [WIP] new story idea for scenario. [ex.trading]
New biter AI? Oh man, thats going to be hard. But I guess you could make a trading chest thatonly worked withing a certain proximity of biter nests, turned all nearby nests to your side (peacefull ish) when you inserted items.
- Wed Jan 06, 2016 10:02 am
- Forum: Maps and Scenarios
- Topic: [0.12.20] 30-Stack Challenge.
- Replies: 12
- Views: 20963
Re: [0.12.20] 30-Stack Challenge.
Surprised there have been no comments yet, but this is now declared as impossible. You need an average production of 200k plates/minute through the 24 hours, and due to setup time this would at least double. PERHAPS with bobs mods and starting with some good infrastructure and an inventory of god ...
- Sun Jan 03, 2016 10:33 am
- Forum: Mods
- Topic: [Mod 0.12.x] Creative Inventorys
- Replies: 6
- Views: 19901
Re: [Mod 0.12.x] Creative Inventorys
Whenever I find something I need, I always find a new mod that does it on the forums. I love this game! 3rd mod attempt discarded!