Search found 659 matches

by Kane
Wed May 10, 2017 11:13 am
Forum: Videos
Topic: Factorio 0.15 Vanilla Let's Play Series!
Replies: 0
Views: 656

Factorio 0.15 Vanilla Let's Play Series!

This my Let's Play Series with my mate using the PvP Map but Co-Op (None PvP).

https://www.youtube.com/playlist?list=P ... ti99Lan5gv
by Kane
Wed May 10, 2017 4:02 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92578

Re: [MOD 0.15.x] Modular Armor Revamp

Thanks!
by Kane
Wed May 10, 2017 1:36 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92578

Re: [MOD 0.15.x] Modular Armor Revamp

Also idk if this a bug or what?

https://www.youtube.com/watch?v=DZyVm8mzbrg
by Kane
Tue May 09, 2017 11:28 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 7697

Re: [0.15] Nuclear Locomotives

Hey! Where is the Nuclear powered tanks :)
by Kane
Tue May 09, 2017 9:05 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 207461

Re: [MOD 0.15] SmartTrains 2.0.2

I assume the update did this but warning go to all your refuel stations and rename them ASAP after the update. if you don't the trains will just add Refuel rather then the correct name/format.
by Kane
Tue May 09, 2017 12:45 am
Forum: Balancing
Topic: Speed modules cost and tier1-2-3 balancing
Replies: 28
Views: 10102

Re: [0.15.9] [Harkonnen] module crafting

In that case i think it would be logical to put 3 on tier-2 recipe (as opposed to 4 on all others) or probably remove tier-2 modules completely from the game and have proportions like 10/15/20 on advanced-modules - does anybody use tier-2 modules at all or goes straight to tier-3 with a bit of tier...
by Kane
Mon May 08, 2017 7:32 am
Forum: Resolved Problems and Bugs
Topic: Deleting a Blueprint in a trash slot doesn't work
Replies: 4
Views: 1843

Re: Deleting a Blueprint in a trash slot doesn't work

Ahh thanks. I guess maybe something that can change in 16.
by Kane
Mon May 08, 2017 6:59 am
Forum: Resolved Problems and Bugs
Topic: Deleting a Blueprint in a trash slot doesn't work
Replies: 4
Views: 1843

Re: Deleting a Blueprint in a trash slot doesn't work

Rseding91 wrote:Thanks for the report. I've fixed it for the next version of 0.15.
Does this include all inventories? It also has issues via chests but I assume this for all containers :).
by Kane
Mon May 08, 2017 4:52 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92578

Re: [MOD 0.15.x] Modular Armor Revamp

Suggested Module that is really easy to add since all coded hehe.

belt-immunity-equipment was added into 0.15 and lets you stand on belts and they will not move you.

Hope it's expensive since it's fun working on expensive modules hehe be a nice end game powerful one :P
by Kane
Mon May 08, 2017 1:41 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 230646

Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Is there like a harder version vanilla users for the mod? Something requires 100k's of materials just to launch say was ion cannon?
by Kane
Sun May 07, 2017 10:26 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 207461

Re: [MOD 0.15] SmartTrains 2.0.0

My friend has 2 refuel stations:

https://i.imgur.com/XdeP7c4.png

He says it keeps adding them one after the other in a sense rather then actually keeping it removed off the list when he fuels.


https://i.imgur.com/JIrVxaV.png
by Kane
Sun May 07, 2017 7:48 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92578

Re: [MOD 0.15.x] Modular Armor Revamp

Does rocket fuel stack higher in 15? I have not looked yet. Was always annoying because it would stack to 10 only.
by Kane
Sun May 07, 2017 11:53 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 868
Views: 323152

Re: [MOD 0.14] AAI Programmable Vehicles

I been considering adding this mod onto my server hehe. Just me and my mate we love trains I always worry this might take away things from the game and such. But it looks like a lot of fun to mess with. I assume you make really complex programs not matter what it will be quite powerful I assume.
by Kane
Sun May 07, 2017 9:17 am
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 207629

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.5

Me too I posted with smart trains my friend said he did something there but I guess it's all TFC.
by Kane
Sun May 07, 2017 2:40 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92578

Re: [MOD 0.15.x] Modular Armor Revamp

10 hours of filling and 10 minutes of fun :)
Image
by Kane
Sun May 07, 2017 2:15 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 207461

Re: [MOD 0.15] SmartTrains 2.0.0

Hey I had a issue with Smart Trains deleting a Schedule I think it was while ridding it (says my mate)

Image
by Kane
Sat May 06, 2017 11:33 am
Forum: Not a bug
Topic: [0.15.9] Steam missing previous Experimental Builds.
Replies: 1
Views: 375

[0.15.9] Steam missing previous Experimental Builds.

I guess some sort of bug has happen a lot of people on Discord been talking about it.

Image

Steam shows this now oddly enough.

I assume it's a bug since you guys normally would announce these things.
Image
by Kane
Sat May 06, 2017 5:53 am
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 7697

Re: [0.15] Nuclear Locomotives

Yeah also give a suggested recipe too for bobs that will help a lot.
by Kane
Sat May 06, 2017 5:42 am
Forum: Mods
Topic: [0.15] Reactor Interface
Replies: 13
Views: 3112

Re: [0.15 Reactor Interface

Very nice! I'm quite surprised this was not a vanilla feature to begin with!

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