Search found 42 matches

by DreamSmith
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.
by DreamSmith
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...
by DreamSmith
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?
by DreamSmith
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...
by DreamSmith
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.
by DreamSmith
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?
by DreamSmith
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.
by DreamSmith
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...
by DreamSmith
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...
by DreamSmith
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.
by DreamSmith
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.
by DreamSmith
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 (...
by DreamSmith
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...
by DreamSmith
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...
by DreamSmith
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.
by DreamSmith
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...
by DreamSmith
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 (...
by DreamSmith
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)

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"
Known error, comment out lines 4 and 9 in control.lua.
by DreamSmith
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
by DreamSmith
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...

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