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by aklesey1
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...
by aklesey1
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...
by aklesey1
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
by aklesey1
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 ...
by aklesey1
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 :D 8-)
by aklesey1
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 ...
by aklesey1
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 ...
by aklesey1
Sun Jun 12, 2016 8:58 am
Forum: Mods
Topic: Introducing NARMod 4.1
Replies: 35
Views: 16808

Re: Introducing NARMod 4.1

Nihth wrote:Yay, finally a new version :D
Havent been able to play Factorio without this mod :P
Can u get subsidiary ore in this mod?
by aklesey1
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...
by aklesey1
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...
by aklesey1
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?
by aklesey1
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 ;)
by aklesey1
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...
by aklesey1
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?
by aklesey1
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 ...
by aklesey1
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...
by aklesey1
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
by aklesey1
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 ...
by aklesey1
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...
by aklesey1
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

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