Search found 181 matches

by sporefreak
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 ...
by sporefreak
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.
by sporefreak
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 ...
by sporefreak
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

Modymo wrote:
sporefreak wrote:The original needs a config to change these things. really people MORE CONFIGS
Spam
CONFIGS
by sporefreak
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 :P
by sporefreak
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.
by sporefreak
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
by sporefreak
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.
by sporefreak
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.
by sporefreak
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=...
by sporefreak
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!
by sporefreak
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...
by sporefreak
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.
by sporefreak
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...
by sporefreak
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.
by sporefreak
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?
by sporefreak
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...
by sporefreak
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...
by sporefreak
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...
by sporefreak
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.

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