Search found 1862 matches
- Fri Jun 17, 2016 4:42 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386661
Re: Development and Discussion
I hope 0.13 will be out tomorrow, i swear that developers can do this, i think they did giant wot=rk under 0.12 version and we all ready to 0.13 We will wait for 0.13 to 27th june http://www.factorio.com/blog/post/fff-143 I want to try new angel mod, yeah it will be long week :D and i don't want to...
- Thu Jun 16, 2016 10:08 am
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 62050
Re: Friday Facts #142 - Playtesting
While waiting for the coming Friday.... did anyone notice the shadow angle of the wall (or gate?) is different from the other objects? Most of the shadow is point to east, but the wall's is 45degree rotated. (Yes, I am bored. Friday please come early!) I agree, we all cannot wait, ts was big work u...
- Thu Jun 16, 2016 9:37 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386661
Re: Development and Discussion
I hope 0.13 will be out tomorrow, i swear that developers can do this, i think they did giant wot=rk under 0.12 version and we all ready to 0.13
- Thu Jun 16, 2016 5:15 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386661
Re: Development and Discussion
Hello, first your mod is ... amazing. I'm playing it with bob's mods and reworking the fifth time my angels setup o_O. Is there any bug with the clarifier or how does it work? It moved a quarter round and stuck. Maybe some tutorial like words in general to your items would help. About the name you ...
- Tue Jun 14, 2016 9:28 pm
- Forum: Mods
- Topic: Introducing NARMod 4.1
- Replies: 35
- Views: 16808
Re: Introducing NARMod 4.1
So i cannot watch how RSO will spawen resources in map editor??? But uts really interesting to me lol
- Tue Jun 14, 2016 6:50 pm
- Forum: Mods
- Topic: Introducing NARMod 4.1
- Replies: 35
- Views: 16808
Re: Introducing NARMod 4.1
Okey I have dealt with the issue of subsidary ore getting, sorry for this questions about this, I had no idea how everything here seriously made that has done a great wotk, big respect for author and for authors of the another mods, this mod reminds me about cartmen overhaul mod One little question ...
- Sun Jun 12, 2016 5:24 pm
- Forum: Mods
- Topic: [MOD 0.13.x]PipeEverything 0.0.9
- Replies: 25
- Views: 10858
Re: [MOD 0.12.35]PipeEverything 0.0.5
Hi author wery funny mod - for a moment I even thought that this pneumatic tubes, as seen in the screenshots items with the icon drops But liquid electronics - looks funny but strange May be u mean that circuits is moving by pneumatic tubes? its cool logisstic solution, we don't need any belts with ...
- Sun Jun 12, 2016 8:58 am
- Forum: Mods
- Topic: Introducing NARMod 4.1
- Replies: 35
- Views: 16808
Re: Introducing NARMod 4.1
Can u get subsidiary ore in this mod?Nihth wrote:Yay, finally a new version
Havent been able to play Factorio without this mod
- Sat Jun 11, 2016 6:25 pm
- Forum: Mods
- Topic: Introducing NARMod 4.1
- Replies: 35
- Views: 16808
Re: Introducing NARMod 4.1
How to get -Subsidiary ore and Quartz, Cobalt, Alluminium and all features which bobingabout and Dysoch used in their mods - many technologies are unusable Many resources aren't spawning, i can see only coal, stone, iron, copper, oil and brine So NARmod not ready yet? I downloaded the link specified...
- Wed Jun 08, 2016 5:23 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Smart Inserters
- Replies: 11
- Views: 19873
Re: [MOD 0.11.x] Smart Inserters
i was about to suggest a burner smart inserter lol before i realised how useless it would be Guys who know modding good? May be someone can adapt this mod to 0.12? I tried to use this mod with bob mods? but simple smart inserter works like normal simple inserter, its bad, may be bug The simple smar...
- Wed Jun 08, 2016 5:00 am
- Forum: Mods
- Topic: Introducing NARMod 4.1
- Replies: 35
- Views: 16808
Re: Introducing NARMod 4.1
Hi, nice mod
So this mod are compatible with bob mods?
Can i use Angel Processing mods with this mod?
So this mod are compatible with bob mods?
Can i use Angel Processing mods with this mod?
- Tue Jun 07, 2016 9:53 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Smart Inserters
- Replies: 11
- Views: 19873
Re: [MOD 0.11.x] Smart Inserters
Fine mod, we want it to 0.12
- Tue Jun 07, 2016 9:52 pm
- Forum: 5dim's mod
- Topic: Ideas and suggestions
- Replies: 39
- Views: 33452
Re: Ideas and suggestions
Hi guys, i like these mods its cool :D Big wish for automatization mod? please add - simple basic inserter - smart inserter with normal speed - this i want so much and may be smart burner inserter - smart inserter with slow speed and without consuming electicity + and simiarly smart long burner inse...
- Thu May 26, 2016 3:41 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: logistics bot "megabase"
- Replies: 24
- Views: 23738
Re: logistics bot "megabase"
Lamp with colors? Is this mod?
- Sun May 22, 2016 6:30 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111307
Re: [0.12.x][v0.12.6] Bob's Electronics
Some problems with Smart Insertes mod https://forums.factorio.com/viewtopic.php?f=14&t=4784#p36452 This is original mod and its working now and its working with your mods, иге recipes disappear after some time after i researching basic electronics which opening smart inserter from base game Can ...
- Sun May 22, 2016 5:42 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 131896
Re: [MOD 0.12.30] ExtraChests v0.1.4 (Addon for Bob's mod)
Hi qjm123 Very very very big wish to u - add simple smart smart inserter from this mod - https://forums.factorio.com/viewtopic.php?f=14&t=4784#p36452 - ""smart inerters" This is simple inserter with normal speed but its smart - it will be useful for combinator chains and sorting i...
- Sun May 22, 2016 3:04 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386661
Re: Development and Discussion
U want to say this building is full solid and we cannot walk behind these chimneys, its impassable area? if it so i calm, all i want to say i want to control the objects which standing too close to the building on the top
- Sun May 22, 2016 8:08 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386661
Re: Development and Discussion
The gas-refinery is 7x7 that's the one on the left, the advanced chemical plant is 5x5 and you can look through the grid of the refinery towers. Its nice, but I want to make sure I will be able to see objects behind the chimneys i mean very small objects like chests, inserters or eletric poles and ...
- Sat May 21, 2016 5:54 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386661
Re: Development and Discussion
1) Question about cobalt processing The bobplates mod uysing recipe with 7 copper ore + 1 stone +1 coal + hydrogen My suggestiuon is - how u look at idea with replacing copper ore with copper processed copper ore - and u can recalculate recipe for balancing Why i'm asking& Processed copper ore i...
- Fri May 20, 2016 6:26 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386661
Re: Development and Discussion
Is new improved refinery will be 5x5 squares? Can i look behind these chimneys and see objects or this refinery can be 5x9 squares? Second variant more attractive despite the fact that the building will occupy more space