Search found 289 matches

by ZombieMooose
Fri Mar 13, 2020 1:05 am
Forum: Ideas and Requests For Mods
Topic: Substation converter thing
Replies: 7
Views: 1989

Substation converter thing

Would it possible to restrict long power poles to only connect to substations, but substations connect to any?

I want to try and simulate the conversion of high to low voltage and also thing it would be an interesting logistical challenge.
by ZombieMooose
Fri Feb 21, 2020 7:54 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 290540

Re: pY Alien Life - Discussion

Makes sense to me ranches without animals wouldn't work.
by ZombieMooose
Wed Feb 12, 2020 10:16 pm
Forum: PyMods
Topic: pY Pollution & Energy (Unofficial)
Replies: 33
Views: 16440

Re: pY Pollution & Energy (Unofficial)

You mention PyAL will make it harder but shouldn't it have a bunch of buildings that reduce pollution, instead making it easier?
by ZombieMooose
Tue Feb 11, 2020 9:20 am
Forum: PyMods
Topic: pY Veganism (inofficial)
Replies: 78
Views: 23501

Re: pY Veganism (inofficial)

Very interested in what concepts you come up with for this one lol
by ZombieMooose
Mon Feb 10, 2020 10:00 am
Forum: Ideas and Requests For Mods
Topic: Combinator Wagom
Replies: 2
Views: 860

Combinator Wagom

Would it be possible for a cargo wagon type entity to receive, store, and output a combinator signal? Or even a locomotive? If so I'd like that as an option. Alternatively what about a power armor equipment that does the same? Basically allowing you to collect a signal from a base, and take it with ...
by ZombieMooose
Fri Feb 07, 2020 1:41 am
Forum: Ideas and Requests For Mods
Topic: Pausing + Blueprinting.
Replies: 9
Views: 3547

Re: Pausing + Blueprinting.

You can turn off personal roboport. Just go out of your logistic network and turn off personal roboport.

Or take the roboport out while you work on a blueprint.
by ZombieMooose
Wed Feb 05, 2020 4:00 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268069

Re: [0.17+] Space Exploration WIP

HenryFrood wrote: ↑
Wed Feb 05, 2020 1:17 pm
Has anyone made this mod work with 0.18?
Do you mean has Earendel updated for 0.18? Yes
by ZombieMooose
Mon Jan 27, 2020 6:50 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 290540

Re: pY Alien Life - Discussion

As a joke do you plan on updating A Bug's Life?
by ZombieMooose
Mon Jan 27, 2020 1:21 am
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 17978

Re: IR in 0.18

tiriscef wrote: ↑
Mon Jan 27, 2020 1:05 am
I'm sure I will regret asking this, but I can't help me.
Why are you always so angry?
Discordians gonna discord.
by ZombieMooose
Sun Jan 26, 2020 10:30 am
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 17978

Re: IR in 0.18

Copyright expires 70 years after the author dies. "Abandonware" is just another word for piracy. Abandonware means the original copyright onwer has refused or failed to enforce their copyright. Copyright has to be specifically enforced or it can go into public domain. That's why Nintendo ...
by ZombieMooose
Thu Jan 23, 2020 7:03 pm
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 17978

Re: IR in 0.18

You can do anything for private use only. I can't recall any license objecting to that.
by ZombieMooose
Tue Jan 21, 2020 5:10 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357348

Re: [MOD 0.17] Industrial Revolution

Judging from the way Deadlock talks and responds to people (and with all due respect to the great work that into this mod), the maintenance and upkeep was taking a personal toll. His outlook on coding seems to be set in some very hardened concrete. Lots comments and assumptions about why something ...
by ZombieMooose
Sun Dec 22, 2019 5:02 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 290540

Re: pY Alien Life - Discussion

chrisdec wrote: ↑
Sun Dec 22, 2019 6:24 am
can we disable the biter caracter? i prefer the human kind
Yeah uninstall the mod.
by ZombieMooose
Sun Nov 17, 2019 4:55 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 290540

Re: pY Alien Life - Discussion

pyanodon wrote: ↑
Fri Nov 15, 2019 11:08 pm
Dhilmos. A dumb oversized crustacean, good for blood extraction.

Image
They're so cute lol
by ZombieMooose
Thu Nov 07, 2019 5:26 pm
Forum: Ideas and Requests For Mods
Topic: Machine scaffolding
Replies: 9
Views: 3699

Re: Machine scaffolding

If I'm understanding correctly, something like this but for all buildings?

https://mods.factorio.com/mod/Rocket-Silo-Construction
by ZombieMooose
Wed Nov 06, 2019 7:06 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357348

Re: [MOD 0.17] Industrial Revolution

Deadlock989 wrote: ↑
Wed Nov 06, 2019 9:05 am
Not everything has to be an automatically superior upgrade that makes the previous incarnation 100% obsolete.
100% agree. Lasers aren't even like that for vanilla.
by ZombieMooose
Mon Sep 23, 2019 4:16 pm
Forum: Energy Production
Topic: Solar farm with perfect ratio
Replies: 28
Views: 17001

Re: Solar farm with perfect ratio.

BrainlessTeddy wrote: ↑
Mon Sep 23, 2019 9:38 am
ZombieMooose wrote: ↑
Mon Sep 23, 2019 7:46 am
Could remove the one in the middle and replace it with a radar. That'll fix the symetry issue.
I don't see how that would fix the symmetry issue...
Cause there's 11 roboports.
by ZombieMooose
Mon Sep 23, 2019 7:46 am
Forum: Energy Production
Topic: Solar farm with perfect ratio
Replies: 28
Views: 17001

Re: Solar farm with perfect ratio.

Could remove the one in the middle and replace it with a radar. That'll fix the symetry issue.
by ZombieMooose
Sun Sep 22, 2019 3:08 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357348

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Loaders are inherently better than inserters, unloading a full belt at a time. It makes a kind of sense they're a step behind the rest of logistics.
by ZombieMooose
Thu Sep 19, 2019 12:31 am
Forum: Ideas and Requests For Mods
Topic: Various mining options
Replies: 6
Views: 1804

Re: Various mining options

I've toyed with the idea of mineral processing that focuses on gangue, tailings, and overburden but I'm nowhere near proficient enough of a modder to pull that off.

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