Search found 42 matches
- Sat Aug 01, 2015 11:39 am
- Forum: Mods
- Topic: [MOD 0.13.x] Cursed PI - v0.2.3
- Replies: 43
- Views: 51176
Re: [0.12.x] Cursed PI - v0.0.2
This is awesome, genius! If you are willing to expand to all variations of close, fast, smart, or apply your code to the Dytech insterters that would be perfect.
- Fri Jul 31, 2015 7:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429020
Re: [MOD 0.12.x] Natural Evolution v3.0.12 - All things Alien!
I don't like it but high power consumption maybe the way to go, my latest start I had terraformers up before the evo hit 20%. How about a evo 'floor' that is the minimum the stations can reduce too, that slowly increases over time. This way you can terrraform the pollution caused away and maybe half...
- Thu Jul 30, 2015 2:36 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 54945
Re: Homeworld 0.4.2
Hi, love the concept but the thought of finite water scares me a little.
Does Homeworlds finite water interact with Landfill ( https://forums.factorio.com/forum/vie ... =91&t=4973 ) lakes?
Does Homeworlds finite water interact with Landfill ( https://forums.factorio.com/forum/vie ... =91&t=4973 ) lakes?
- Thu Jul 30, 2015 2:07 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429020
Re: [MOD 0.12.x] Natural Evolution v3.0.12 - All things Alien!
Excellent mod, good fun. I do find that the multiple terraforming stations can overnuke the biter evolution. An eco-friendly player myself I ended up with the evolution down into single figures. Yes it's up to me to remove them to slow/stop the redution, targeting the effectiveness of multiple terra...
- Sun Jul 26, 2015 12:59 pm
- Forum: Mods
- Topic: [0.16.50] Dark Matter Replicators
- Replies: 77
- Views: 72311
Re: [0.12.1]Dark Matter Replicators
Excellent continuation, kudos for the flavor text. I'll second the request for the dytech ores.
I suggest that this be promoted from unofficial. There is plenty of uniqueness from the other fork and this is excellent in it's own right.
I suggest that this be promoted from unofficial. There is plenty of uniqueness from the other fork and this is excellent in it's own right.
- Sun Jul 26, 2015 12:49 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 159694
Re: [MOD 0.12.x] Evolution Factor Indicator
Screen real estate is a premium, how about a mouseover expand or DyTech like click to expand?
- Sun Jul 26, 2015 12:15 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 330374
Re: [MOD 0.12.x] Treefarm REDUX
Needed AC working, did a bit of quick and dirty commenting.
https://forums.factorio.com/forum/vie ... 20&t=14098
Will remove if requested.
https://forums.factorio.com/forum/vie ... 20&t=14098
Will remove if requested.
- Sun Jul 26, 2015 12:14 am
- Forum: Mods
- Topic: [0.12.x] Treefarm-AC 0.2.0 (without glue turret)
- Replies: 3
- Views: 6654
[0.12.x] Treefarm-AC 0.2.0 (without glue turret)
Hi, Here's a quick edit to tide us by till drs works magic on the glue turret. This is Treeefarm-AC 0.2.0 with the glue turret and generic turret modification commented out to with with other mods. All credit to drs, I just used some commenting. Here's the original. https://forums.factorio.com/forum...
- Mon Jul 20, 2015 2:24 pm
- Forum: 5dim's mod
- Topic: 5Dim's mod
- Replies: 15
- Views: 19757
Re: 5Dim's mod
Hi, excellent mod, I love the extra long inserters. I have found some issues not already in the thread:- Strings missing for english dusts, Non basic Fast Insrters (close, long, extra-long) cost the same as baisc versions. Assemblers 3 4 5 also need a recipe check. Robotics 2 appears as Robitics 2 2...
- Sun Jul 19, 2015 12:19 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43550
Re: [Mod 0.11.22] CyberChest 0.9.0
Is there any way to increase the logistics box limit?
I'm trying to make DyTeck Sci 3 in one machine but there isn't enough requester slots to add the large ingredient base.
I'm trying to make DyTeck Sci 3 in one machine but there isn't enough requester slots to add the large ingredient base.
- Wed Jul 15, 2015 11:18 am
- Forum: Mods
- Topic: [0.11.X] - Discontinued Mod Pack for 11.X
- Replies: 5
- Views: 25211
Re: [0.11.22] Mod Madness ModPack
Your pack is non-multiplayer, just so you know.
FMod alone makes this so.
FMod alone makes this so.
- Mon Jul 13, 2015 9:21 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51848
Re: [0.11.22] Replicators 1.0.25
Hiya, privately modded in the rare_earth replication again. Is there any chance you could add it as a config option or would you prefer an addon mod? ATM:- 2 re -> 5 cl, 9.2 cl -> 1 re. (That's almost double loss for all the power added.) My option/suggestion:- 20 cl -> 9 re (Easy), 30 cl -> 13 re (...
- Sun Nov 23, 2014 12:45 pm
- Forum: Questions, reviews and ratings
- Topic: Ideas & Suggestions
- Replies: 56
- Views: 36129
Re: Ideas & Suggestions
Much of the real life process of making charcoal is the external fire, as this is handled in game with electric heating the pollution output is significantly smaller, I like drs9999's current settings. Maybe a fuel burning version of the cokery that produces tonnes of pollution. Edit: Of course a re...
- Sun Nov 23, 2014 12:34 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 80055
Re: [MOD 0.11.3] Replicators 0.2.1
I added rare earth at tier II at ore cost * 10. To use, either unzip the original then overwrite with re_replicators, or if you know what your doing merge the zips. How does it feel at that tier? The original version of the mod worked like that, where there was no mining at all required, but becaus...
- Sat Nov 22, 2014 6:23 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 80055
Re: [MOD 0.11.3] Replicators 0.2.1
I added rare earth at tier II at ore cost * 10.
To use, either unzip the original then overwrite with re_replicators, or if you know what your doing merge the zips.
To use, either unzip the original then overwrite with re_replicators, or if you know what your doing merge the zips.
- Thu Nov 20, 2014 5:42 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 80055
Re: [MOD 0.11.3] Replicators 0.2.1
How about deconstruction of raw resources to power? (To help fill those HUGE accumulators) Coal, wood, solid fuel and other burnables. (Yes I'm thinking tree farm!) Sounds like you'd need some sort of generator connected to a source of kinetic power. This kinetic power could probably come from burn...
- Thu Nov 20, 2014 8:08 am
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 80055
Re: [MOD 0.11.3] Replicators 0.2.1
Awesome mod, I'm enjoying it a lot. I'd like to see more rare earth, but not on map gen. Maybe tier IV or V replication recipes, or something complicated like Science Pack 3/4's in the recipe (one of each of the four Science Packs per ten rare earth?). I'm looking for a steady income of rare earth (...
- Wed Nov 19, 2014 10:13 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 565518
Re: Yuoki Industries 0.2.14 (11.1)
Known error, comment out lines 4 and 9 in control.lua.SuperSandro2000 wrote:When I create a new world in 0.11.3 I get this error:Code: Select all
Unknown key:"Error while running the oninit: ...orio - Hardcore - 0.11\mods\Yuoki_0.2.14.zip|control.lua:4: Map doesn't contain 1 player, this function can't be used"
- Tue Nov 18, 2014 7:56 pm
- Forum: Maps and Scenarios
- Topic: Resource Starvation : ie. Barren world scenario.
- Replies: 4
- Views: 11291
Re: Resource Starvation : ie. Barren world scenario.
An interesting twist on this would be with Yuoki's Industries. Theoretically you can progress to generate ALL resources from digging for a resource sparse world.
Yuoki's - https://forums.factorio.com/forum/vie ... =32&t=3453
Yuoki's - https://forums.factorio.com/forum/vie ... =32&t=3453
- Wed Nov 12, 2014 1:09 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 565518
Re: Yuoki Industries 0.2.14 (11.1)
YoukiTani will you add technology tree in future? Its looks some strange that all objects in game are available from start And another question - maybe you could think about cleaning other types of ores - such as bauxite, galena, rutile, tungsten, gold, silver, quartz, zinc If your looking to incre...