Search found 80 matches

by albatrosv13
Thu Mar 26, 2015 1:36 pm
Forum: Mods
Topic: [MOD 0.11.x] Alien Temple
Replies: 16
Views: 18069

Re: [MOD 0.11.x] Alien Temple

It took 1 month for anyone telling that this mod makes the game too easy. It took only half a day for this mod - https://forums.factorio.com/forum/viewtopic.php?f=14&t=8884 ... for anyone telling that this mod is too hard. You pretentious little fucks :D :D (i love my social experiments) Anyways...
by albatrosv13
Thu Mar 26, 2015 11:42 am
Forum: Releases
Topic: Version 0.11.19
Replies: 43
Views: 48411

Re: Version 0.11.19

deleted
by albatrosv13
Thu Mar 26, 2015 11:36 am
Forum: Modding discussion
Topic: New goals?
Replies: 9
Views: 11401

Re: New goals?

deleted
by albatrosv13
Thu Mar 26, 2015 11:31 am
Forum: Spread the Word
Topic: C++ developers wanted [done]
Replies: 18
Views: 26884

Re: C++ developers wanted

deleted
by albatrosv13
Wed Mar 25, 2015 10:53 am
Forum: Spread the Word
Topic: C++ developers wanted [done]
Replies: 18
Views: 26884

Re: C++ developers wanted

deleted
by albatrosv13
Tue Mar 24, 2015 11:17 am
Forum: Spread the Word
Topic: C++ developers wanted [done]
Replies: 18
Views: 26884

Re: C++ developers wanted

deleted
by albatrosv13
Tue Mar 17, 2015 9:23 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 29303

Re: [MOD 0.11.x] Ore processing

Maybe there could happend to make some stone waste from processing? Atm iron and copper are "infinite" thx to your mod, and awesome wood processing makes coal achievable. Last thing which could appear is generating stone, like from 1st step of your process. It could make a problem for pla...
by albatrosv13
Sun Mar 15, 2015 6:29 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 29303

Re: [MOD 0.11.x] Ore processing

And you are right, chlue(mostly). I made some test runs and even for me things were too slow and took a lot of energy. One more issue was that the belts were always full. So i made some changes - thanks for that excellent sheet you provided :) The base speed of machines were all changed to 2. The re...
by albatrosv13
Thu Mar 12, 2015 9:15 am
Forum: Mods
Topic: [0.11.18+] Hardcorio:SC2 FINALE, 20 chance to win, 1-7 June
Replies: 170
Views: 109112

Re: [0.11.x] Hardcorio:SC v.1.0.2

deleted
by albatrosv13
Wed Mar 11, 2015 6:27 pm
Forum: Show your Creations
Topic: Combined Iron + Steel smelting
Replies: 3
Views: 6848

Re: Combined Iron + Steel smelting

deleted
by albatrosv13
Mon Mar 09, 2015 11:50 am
Forum: Mods
Topic: [MOD 0.11.x] Alien Temple
Replies: 16
Views: 18069

Re: [MOD 0.11.x] Alien Temple

Actually, the issue is that i'm a pirate(yeah, i know i should burn on an imperial stake and so on; my excuse is that i *really* don't have money) and can't yet update to 0.11.17(it takes 3-5 days to get to the wides of internet). I 'updated' the first time just by guesstimation. I put up the file a...
by albatrosv13
Sun Mar 08, 2015 2:54 am
Forum: News
Topic: Friday Facts #76 - MP inside out
Replies: 52
Views: 50793

Re: Friday Facts #76 - MP inside out

deleted
by albatrosv13
Sat Mar 07, 2015 12:30 pm
Forum: Releases
Topic: Version 0.11.17
Replies: 46
Views: 50942

Re: Version 0.11.17

deleted
by albatrosv13
Sat Mar 07, 2015 12:02 pm
Forum: Releases
Topic: Version 0.11.17
Replies: 46
Views: 50942

Re: Version 0.11.17

deleted
by albatrosv13
Sat Mar 07, 2015 11:47 am
Forum: Mods
Topic: [MOD 0.11.x] Alien Temple
Replies: 16
Views: 18069

Re: [MOD 0.11.x] Alien Temple

After update to 11.17 game didn't want to launch at all throwing error about entity. I managed to compare new core files of radar, and there appeared new line max_distance_of_nearby_sector_revealed = 3, Which i copied to temple and it started to launch and work again. I guess they changed the line ...
by albatrosv13
Fri Mar 06, 2015 3:18 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 29303

Re: [MOD 0.11.x] Ore processing

As I was looking at whole mod from almost start I see that idea is much more clear and better now. Good job! I have one question tho, as I saw that you are doing something with modules... would it be compatible with 8 tiers of modules in DyTech? I don't know, really. I haven't played dytech except ...

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