Byoutiful.prg wrote:Code: Select all
/c game.local_player.clear_items_inside()
Search found 59 matches
- Sat Mar 12, 2016 9:36 am
- Forum: General discussion
- Topic: Out of the Loop on Starting Conditions for a New Game
- Replies: 9
- Views: 3726
Re: Out of the Loop on Starting Conditions for a New Game
- Sat Mar 12, 2016 7:06 am
- Forum: General discussion
- Topic: Out of the Loop on Starting Conditions for a New Game
- Replies: 9
- Views: 3726
Re: Out of the Loop on Starting Conditions for a New Game
But... But... It's still there...Targa wrote:Pick up items out of your inventory, drop on ground (Z key), walk away. You now have nothing.
- Sat Mar 12, 2016 12:02 am
- Forum: General discussion
- Topic: Out of the Loop on Starting Conditions for a New Game
- Replies: 9
- Views: 3726
Out of the Loop on Starting Conditions for a New Game
I haven't played Factorio since 11.x something or other, but I felt like playing again, so I updated the game, updated my mods, removed outdated ones, and started a new game. Only thing is, I started with a burner drill, a stone furnace, and a loaded gun. Has the game always given you this from the ...
- Sat Sep 26, 2015 1:12 am
- Forum: MoMods
- Topic: Suggestions
- Replies: 4
- Views: 9732
Re: Suggestions
Hello, ludsoe . I took the liberty to pimp up your energy mod with wind turbine sprite from SimCity 3000. Here how it looks in the end: http://imgur.com/mb0O2Wq.gif http://imgur.com/7kG5F1f.jpg http://imgur.com/e0jHuMW.jpg Both second and third pictures demonstrates maximum possible density of turb...
- Sun May 31, 2015 6:37 am
- Forum: Mods
- Topic: [MOD 0.11.x][WIP]Bucket Wheel Excavator Mod
- Replies: 5
- Views: 13372
Re: [MOD 0.11.x][WIP]Bucket Wheel Excavator Mod
RU: вот интересно - сказал о работе над модом 31 января, а сейчас кончается май. Работа сделана? EN: that's interesting - he said about working on the mod on January 31, and now ends in may. The work is done? I can't speak for the guy on when it'll be done, but the thread is still in the WIP sectio...
- Sat May 16, 2015 2:41 am
- Forum: Mods
- Topic: [0.14.22] SlowMo - Slower Stuff! 0.1.1
- Replies: 22
- Views: 14184
Re: [11.21+] SlowMo - Slower Stuff! 0.0.6
0.0.6 Update -Added slow train (try to get away from the biters now!) -Added slow mining drill (sometimes you just want to make the patch last a while) -Added slow furnaces (both steel and electric) -Added slow modules, slow down existing machines! -Added a slow tool! Now take even longer to get st...
- Wed May 13, 2015 10:48 pm
- Forum: Mods
- Topic: [0.14.22] SlowMo - Slower Stuff! 0.1.1
- Replies: 22
- Views: 14184
Re: [11.21+] SlowMo - Slower Belts! 0.0.4
Maybe somebody knows interesting mod on the splitter that splitting the flows from 2 parts to the greater number of flows? Dfault splitter have 2 sections for 2 flows, is it possible to make 3-flow splitter? A three way splitter? That's a good idea... although the fact that this hasn't been made al...
- Tue May 12, 2015 11:24 pm
- Forum: Mods
- Topic: [0.14.22] SlowMo - Slower Stuff! 0.1.1
- Replies: 22
- Views: 14184
Re: [11.21+] SlowMo - Slower Belts! 0.0.4
I have no clue what I'd ever need this for, but I love how absurd it is. It's nice seeing such an unconventional mod. Keep it up.
- Sat May 02, 2015 2:47 pm
- Forum: Gameplay Help
- Topic: A Question About Where to Smelt
- Replies: 7
- Views: 4948
Re: A Question About Where to Smelt
It is somewhat personal preference, but remember that when an ore field runs out you have no choice but to move your miners, while your smelting facility can stay the same throughout the game. So while you may at first put your furnaces near where you mine your ores, once does are finished you may ...
- Sat May 02, 2015 2:36 pm
- Forum: Gameplay Help
- Topic: A Question About Where to Smelt
- Replies: 7
- Views: 4948
A Question About Where to Smelt
I've seen several screenshots and gameplays with long belts of ore being taken somewhere else and smelted. I usually just smelt the ore as soon as I mine it and then just make sure the resources get to where they need to be. Is there any advantage to having your smelting in a different area than you...
- Fri May 01, 2015 3:27 am
- Forum: Mods
- Topic: [0.11.21] MoSurvival -Simulated Hunger
- Replies: 7
- Views: 15393
Re: [0.11.21] MoSurvival -Simulated Hunger
Well technically without eating them i am working on a mod right now. Makes you able to catch biters breed them and harvest food for them to make them grow stronger and breed :D and crossbreed them :) Only problem is the friendly A.I but Fish is gonna help me with that :D he has a pvp mod with frie...
- Thu Apr 30, 2015 4:49 am
- Forum: Mods
- Topic: [0.11.21] MoSurvival -Simulated Hunger
- Replies: 7
- Views: 15393
Re: [0.11.21] MoSurvival -Simulated Hunger
You know those little animals roving around the mainland? How about turning those into a foodsource aswell? Little animals? Are you talking about the biters? Because if so, that makes me laugh... I want an insane mod like that. Like, imagine a whole MoAliens mod... A MoMod focused around industrial...
- Sun Apr 26, 2015 8:33 am
- Forum: Mods
- Topic: [MOD 0.11.x][WIP]Bucket Wheel Excavator Mod
- Replies: 5
- Views: 13372
Re: [MOD 0.11.x][WIP]Bucket Wheel Excavator Mod
Looks like a good idea for a mod. Mining in the game is pretty much place a drill and done. Any hands-on mining is with an axe, so it'll be nice to have this thing kind of in the middle. I'd probably use this for areas where I feel there's not enough resources to set up a proper drilling operation.
- Sun Apr 26, 2015 2:47 am
- Forum: MoMods
- Topic: Suggestions
- Replies: 4
- Views: 9732
Re: Suggestions
I haven't tried MoCombat yet, but it looks like it'll be a good mod for adding more weapons and defenses without necessarily making the game more difficult. But I noticed that you're leaving out(?) a turret, a flame turret. I don't see it listed but a turret that uses flamethrower ammo would seem pr...
- Tue Apr 14, 2015 7:50 am
- Forum: Mods
- Topic: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
- Replies: 66
- Views: 64198
Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
Well that's good to know. Much obliged. Edit: Just realized it was in the description of the mod, tucked away between bullet points.Schmendrick wrote:Scrap metal separates into iron and copper ore with sulfuric acid in an assembling machine.
- Tue Apr 14, 2015 4:05 am
- Forum: Mods
- Topic: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
- Replies: 66
- Views: 64198
Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
I recycled something and got scrap metal out of it, but I don't have any recipes for scrap metal and can't find a way of turning the scrap metal into anything useful. I haven't played with DyTech, but it looks like it has a recycler that uses scrap metal. Is this scrap metal useless to me?
- Sat Apr 11, 2015 10:22 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 171781
Re: MoMods: CoreMod Downloads
Did you check the power stats? Well, that was an easy answer. I don't know why I didn't think of doing that, but sure enough they're producing power and it was just the graphical error. I guess sometimes the answer's right under your nose and you just can't see it until someone else points it out. ...
- Thu Apr 09, 2015 4:38 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 171781
Re: MoMods: CoreMod Downloads
I posted a few posts back that I wasn't having any luck getting wind turbines to work properly, they still aren't for me. What should I do in terms of finding out why they aren't working? Would that show up on a log or something?
- Mon Mar 02, 2015 5:29 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 171781
Re: [MOD 0.11.X] MoMods: MoWeather Fixes
I'm having trouble getting the Wind Turbines to work. When I place them outside of my electrical network, I get the yellow triangular error sign, and when I place it within my electrical network, I get a red sign. Is there something I'm missing with how those work?