Search found 228 matches

by CreeperDaReeper
Mon Oct 13, 2014 5:09 am
Forum: Questions, reviews and ratings
Topic: Ideas & Suggestions
Replies: 56
Views: 35893

Re: Ideas & Suggestions

I do not think it is an issue with the farms specifically, but with the trees themselves. I have lined the walls of my base with trees and now I cannot zoom out for a full base view without bringing the game to a near halt. If no treefarm trees, or even just a few(one farm worth was fine) are in vi...
by CreeperDaReeper
Sat Oct 11, 2014 5:37 am
Forum: Videos
Topic: Factorio Mod Madness 3.0 + Version 13 [NEW]
Replies: 64
Views: 39159

Re: Factorio Mod Madness Play Through

You call that modular madness? No... Advanced Radars Advanced Accumulator Alien Oil Belt Storage Belt Switchers Binford Tools Bob Assembly Bob Modules Bob Power Bumpers Cargo Upgrade Compression Chests Day-Night Extender Explosive Termites Extended Generators FD_Power Floors Hopper Item Collectors L...
by CreeperDaReeper
Wed Oct 08, 2014 4:09 am
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 215945

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

As to the power problem:
I think at some point someone disconnected the top right chunk of Solar Panels & Accumulators. Someone might want to reconnect them to the network.
by CreeperDaReeper
Tue Sep 30, 2014 3:44 pm
Forum: Mods
Topic: [MOD 0.10.12+] FactorioPlus 0.0.5 WIP
Replies: 8
Views: 11348

Re: [MOD 0.10.12+] FactorioPlus 0.0.5 WIP

cookie clicker i hated but not going to use that idea lol the iron will then be able to make more chests for copper, coal and stone and that is how you are going to progress through the game :) Umm yeah, sorry to say, but that is kinda how cookie clicker works. You start off with a very small suppl...
by CreeperDaReeper
Tue Sep 30, 2014 9:41 am
Forum: Mods
Topic: [MOD 0.10.12+] FactorioPlus 0.0.5 WIP
Replies: 8
Views: 11348

Re: [MOD 0.10.12+] FactorioPlus 0.0.5 WIP

I am not sure what you are trying to do. Switching off ore generation ok, but how do you progress then? Could you give a bit more info what it is you want to do? :p My only thought would be that he wants to try and make a Factorio variation of Cookie Clicker. Frankly I don't know whether that would...
by CreeperDaReeper
Mon Sep 29, 2014 8:03 am
Forum: Mods
Topic: [MOD 0.11.X] UndergroundBeltsExtended aka Belts+
Replies: 16
Views: 35173

Re: [MOD 0.10.12] UndergroundBeltsExtended aka Belts+

I would strongly recommend changing the .rar to a .zip, since thats what the game prefers. Makes it so that players can just download and drop it into the mods folder.
by CreeperDaReeper
Sun Sep 28, 2014 7:42 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 370416

Re: [0.10.x] Bob's Ore Mod.

Just had a scary thought. What if he got rid of stone fields and made it so that every ore field gave out itself and stone?
by CreeperDaReeper
Fri Sep 26, 2014 5:31 am
Forum: Ideas and Suggestions
Topic: Add autopilot for automobiles
Replies: 7
Views: 3686

Re: Add autopilot for automobiles

+1 I like this idea!
by CreeperDaReeper
Sun Sep 14, 2014 4:36 pm
Forum: Ideas and Suggestions
Topic: Advanced Ore Processing
Replies: 24
Views: 13005

Re: Advanced Ore Processing

Thinking about this further... I think the end product growth would be better to be exonential instead of linear 2× 3× and 4×. Maybe using tier 1 ore processing would yield 50% more products, tier 1 and 2 combined would yield 150% more products and tierl 1, 2 and 3 would yield 300% of more stuff. T...
by CreeperDaReeper
Fri Sep 12, 2014 7:35 am
Forum: Mods
Topic: [MOD 0.17.xx] TimeButtons v0.3.7
Replies: 101
Views: 113873

Re: [MOD 0.10.x] TimeButtons v0.2.0

OBAMA MCLAMA wrote:You could go into the lua files and set them.
I tried that. Looked at a couple different files. Was all just a bunch of code mumbo jumbo to me.
What I need is something a lot more specific than that. Thanks for trying though.
by CreeperDaReeper
Fri Sep 12, 2014 7:29 am
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 39730

Re: lay repeating underground pipes like power lines

ssilk wrote:
sparr wrote:This would also be nice for miners, repeating so that their mining areas do not overlap.
I place them often as narrow as possible, to clean the fields as fast as possible.
I agree here. Others sound good, but leave miners out of it. Thank you.
by CreeperDaReeper
Thu Sep 11, 2014 8:52 am
Forum: Mods
Topic: [MOD 0.17.xx] TimeButtons v0.3.7
Replies: 101
Views: 113873

Re: [MOD 0.10.x] TimeButtons v0.2.0

Is there a way to preset the buttons? I get a little annoyed by having to reset the buttons any time I start a new map.
by CreeperDaReeper
Fri Sep 05, 2014 4:30 am
Forum: Ideas and Suggestions
Topic: Advanced Ore Processing
Replies: 24
Views: 13005

Re: Advanced Ore Processing

I like it!
by CreeperDaReeper
Thu Sep 04, 2014 8:25 am
Forum: Mods
Topic: [MOD 0.12.x] Alien Oil
Replies: 25
Views: 44128

Re: [MOD 0.10.x] Alien Oil

Aside from those points, there's currently no way to preserve the oil percentage when they're picked up. I literally can't do it without a huge hack method that won't work well even in the best of times. Would it be possible to have the 'oil mover' generate a unique item in the chest per every % in...
by CreeperDaReeper
Tue Sep 02, 2014 2:02 am
Forum: Show your Creations
Topic: My spawn point is an Island (40h gameplay). [now with save]
Replies: 15
Views: 13953

Re: My spawn point is an Island (40h gameplay). Want a Bridg

One mod that I know of has bridges, but they are an experimental feature at the moment. RoadWorks
However, what I think you'll find much more helpful is this one. Landfill
Hope you got plenty of stone.
by CreeperDaReeper
Mon Sep 01, 2014 5:17 am
Forum: Wiki Talk
Topic: (Re)Naming
Replies: 14
Views: 22127

Re: (Re)Naming

- Charging only ports: placed in higly traffic areas. I can lay them down in the middle of the robots flight paths to increase their performance. - Increase size only ports: increasing size without storing any robots prevents robots from sleeping in unwanted far away places. - Slot only ports: plac...
by CreeperDaReeper
Sat Aug 30, 2014 6:48 am
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 215945

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Something tells me that if you lunatics manage to 'win' the game, you should do another where you guys CAN watch the previous video, but maybe ONLY the previous video, just to keep it a little interesting.
by CreeperDaReeper
Sun Aug 24, 2014 6:11 am
Forum: General discussion
Topic: Board suggestions
Replies: 3
Views: 1374

Re: Board suggestions

JoshLittle wrote:
  • Custom BBCode for and [s]
    [*]Smilies for positive (+), negative (-), thumbs up, thumbs down, whistling and cowering
Yes!
by CreeperDaReeper
Sat Aug 23, 2014 8:20 pm
Forum: Ideas and Suggestions
Topic: Pruning unaltered chunks from Custom Scenarios.
Replies: 1
Views: 795

Pruning unaltered chunks from Custom Scenarios.

Could this be possible somehow? I only ask because my custom scenario, Hole In The Wall - Fight Through A Squall, has a rather large file size enough though only a relatively small part of the map has been altered. Anyone have thoughts on this?
by CreeperDaReeper
Sat Aug 23, 2014 7:06 pm
Forum: Mods
Topic: [0.11.5]Belt Switchers
Replies: 32
Views: 43654

Re: [MOD 0.10.x]Belt Switchers

in 10.8 there is an "error while loading enitiy prototype "beltswitcher" (transport-belt): No such node (belt_horizontal)" I was able to resolve this by copying a couple of tags from the definition of the normal express belt : entities.lua: ~ snip ~ Hey AartBluestroke, think you...

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