Search found 228 matches
- 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...
- 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...
- 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.
- 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...
- 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...
- 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.
- 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?
- 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!
- 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...
- 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
I tried that. Looked at a couple different files. Was all just a bunch of code mumbo jumbo to me.OBAMA MCLAMA wrote:You could go into the lua files and set them.
What I need is something a lot more specific than that. Thanks for trying though.
- 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
I agree here. Others sound good, but leave miners out of it. Thank you.ssilk wrote:I place them often as narrow as possible, to clean the fields as fast as possible.sparr wrote:This would also be nice for miners, repeating so that their mining areas do not overlap.
- 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.
- 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!
- 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...
- 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
- 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...
- 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.
- Sun Aug 24, 2014 6:11 am
- Forum: General discussion
- Topic: Board suggestions
- Replies: 3
- Views: 1374
Re: Board suggestions
Yes!JoshLittle wrote:
- Custom BBCode for
and [s]
[*]Smilies for positive (+), negative (-), thumbs up, thumbs down, whistling and cowering
- 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?
- 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...