Search found 181 matches
- Thu Apr 28, 2016 2:54 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belt blocker
- Replies: 12
- Views: 6975
Re: Conveyor belt blocker
So in essence underground belt placed sideways already is a belt blocker, such that was requested in original post? I didn't know that's possible though, good stuff. https://wiki.factorio.com/images/Mpstark-ANwfZsj.gif edit: And only now i understood sporefreak's picture :oops: Pictures speak 1000 ...
- Wed Apr 27, 2016 5:48 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor belt blocker
- Replies: 12
- Views: 6975
Re: Conveyor belt blocker
TharganThegol wrote:+1. I like this idea.
ssilk wrote:As already stated in many other discussions, there little to no chance, that new types of belts with only one functionality will be added, cause the "mess" is part of the puzzling part of the game.
- Tue Apr 26, 2016 12:41 am
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 94194
Re: [MOD 0.12.X] Mining Tools 1.0.8
So ummm this. http://i.imgur.com/1aF9ciT.png (I did remove the Dynamite and water injector from getting unlocked with this research. as well as hella nerfing the tools a ton. but this still shouldn't happen. There are not 7 different crafting buttons in the crafting menu so its really not a problem ...
- Mon Apr 25, 2016 6:13 pm
- Forum: Mods
- Topic: [MOD 0.13.x] True Long Reach
- Replies: 20
- Views: 14012
Re: [MOD 0.12.x] True Long Reach
CONFIGSModymo wrote:Spamsporefreak wrote:The original needs a config to change these things. really people MORE CONFIGS
- Sun Apr 24, 2016 3:34 am
- Forum: Mods
- Topic: [MOD 0.14.x] Personal Teleporter
- Replies: 87
- Views: 46969
Re: [MOD 0.12.x] Personal Teleporter
Would it be possible to add a maximum range? I dont like how easy it would make exploring really far. Great idea though
- Sat Apr 23, 2016 3:30 pm
- Forum: Mods
- Topic: [MOD 0.12.29] Trashcan v0.1.3
- Replies: 8
- Views: 10627
Re: [MOD 0.12.29] Trashcan v0.1.0
Would love to see an inventory slot (an added one) that acts as a trash can.
- Sat Apr 23, 2016 3:26 pm
- Forum: Mods
- Topic: [MOD 0.13.x] True Long Reach
- Replies: 20
- Views: 14012
Re: [MOD 0.12.x] True Long Reach
The original needs a config to change these things. really people MORE CONFIGS
- Fri Apr 22, 2016 4:17 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.12.X] Biter-Friendly Rails
- Replies: 36
- Views: 22013
Re: [0.12.X] Biter-Friendly Rails
Would love to be able to add some other things for biters to ignore, I tried to copy/paste the code and replace the rails name with the Basic and fast conveyors but i kept getting some error about expecting pair and returning null.
- Wed Apr 20, 2016 9:32 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 94194
Re: [MOD 0.12.X] Mining Tools 1.0.6
Removal Dynamite doesn't seem to work on oil? or does it have to have low levels.
- Wed Apr 20, 2016 2:11 am
- Forum: Mods
- Topic: [MOD 0.12.29] Toy Box 0.2.1
- Replies: 15
- Views: 9401
Re: [MOD 0.12.29] Toy Box 0.1.0
It's like Too many items from Minecraft for Factorio! There should be day/night time controls as well as evolution controls so we can build something and test if vs high evolution creeps. This looks great! Heh. There's a day/night control mod at https://forums.factorio.com/viewtopic.php?f=92&t=...
- Tue Apr 19, 2016 8:27 pm
- Forum: Mods
- Topic: [MOD 0.12.29] Toy Box 0.2.1
- Replies: 15
- Views: 9401
Re: [MOD 0.12.29] Toy Box 0.1.0
It's like Too many items from Minecraft for Factorio! There should be day/night time controls as well as evolution controls so we can build something and test if vs high evolution creeps. This looks great!
- Mon Apr 18, 2016 11:16 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43424
Re: [MOD 0.12.30+] Vanilla++ (Vehicles, Defense, Energy & More!)
give the option to disable features from this mod in a config.xml file... How does that sound? YES! I really wish more mods did this, I can't tell you how many mods have items I would love to use but have to many overpowered items making me not want to use them at all. I have taken to just manually...
- Mon Apr 18, 2016 6:55 pm
- Forum: Mods
- Topic: [MOD 0.12.29+]Speed++
- Replies: 4
- Views: 3138
Re: [MOD 0.12.29+]Speed++
Paper Mache?
Edit: Fixed spelling mistake, Wow that takes skill to do with a 2 word reply.
Edit: Fixed spelling mistake, Wow that takes skill to do with a 2 word reply.
- Mon Apr 18, 2016 3:26 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43424
Re: [MOD 0.12.30+] Vanilla++ (Vehicles, Defense, Energy & More!)
Plane looks great! I realize now that there is already a mod called Vanilla Plus, maybe vanilla_D_E_V (Vanilla_Defence_Energy_Vehicles) something like that, Just an idea. What if special aliens spawned from landing meteors? Spawners have a chance to get hit and when they do they get mutated? Maybe t...
- Mon Apr 18, 2016 12:18 am
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 94194
Re: [MOD 0.12.X] Mining Tools 1.0.2
So this is just a source of infinite ores? Seems a bit broken, Could be great for turtle bases but this just promotes anti-exploration.
How powerful are the resources? they shouldn't have a lot in them, and I'm assuming you can just the same area over and over to bring ores up.
How powerful are the resources? they shouldn't have a lot in them, and I'm assuming you can just the same area over and over to bring ores up.
- Sun Apr 17, 2016 6:22 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43424
Re: [MOD 0.12.30+] Vanilla++ (Vehicles, Defense, Energy & More!)
I think VanillaPlus sounds great all by itself. Simple yet meaningful.
Without testing or even getting normal solar panels in-game I thought the final solar panels were a bit op and halved the output. That being said ill get back to you on that.
Do you plan on adding more for the creeps?
Without testing or even getting normal solar panels in-game I thought the final solar panels were a bit op and halved the output. That being said ill get back to you on that.
Do you plan on adding more for the creeps?
- Sun Apr 17, 2016 5:57 am
- Forum: Mods
- Topic: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
- Replies: 32
- Views: 42509
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
This doesn't work, it gives me a filename error when I try to load up the game. Something about being case sensitive and the name of the mod. Open up the downloaded zip file and copy the exact file name of the file located inside. then go back and rename the downloaded zip file to the exact file na...
- Sun Apr 17, 2016 2:47 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belt blocker
- Replies: 12
- Views: 6975
Re: Conveyor belt blocker
May not be as convenient as an item to block half of a conveyor but this works well for some situations. Especially that one you have there. http://i.imgur.com/3WuuvI6.png The underground conveyors are "Blocked" on the back half. (Inserters can still place and take from them without any pr...
- Sun Apr 17, 2016 2:38 am
- Forum: Ideas and Suggestions
- Topic: RC avatars
- Replies: 22
- Views: 6431
Re: RC avatars
Anyone here seen the movie Surrogates? (Good movie, do watch) If the Surrogate dies the user dies, Have an expensive upgrade that makes a failsafe that will eject the user when the Surrogate dies, Destroying the failsafe while safely ejecting the user? maybe even making the "Controller" un...
- Sun Apr 17, 2016 1:52 am
- Forum: Mods
- Topic: [MOD 0.12.x] Assembly Zero
- Replies: 7
- Views: 9500
Re: [MOD 0.12.x] Assembly Zero
I would love to see this as a 2X2 instead of a 1X1 as 1X1 seems a bit op.
Great job.
Also sorry for the necro.
Great job.
Also sorry for the necro.