Search found 64 matches
- Mon May 11, 2015 4:44 pm
- Forum: Mods
- Topic: [0.11.X] PreFusion
- Replies: 12
- Views: 15491
[0.11.X] PreFusion
Current Features Adds better power options for powering Modular Armour and Power Armor prior to fusion: 1. Triples the capacity of Battery MkI from 1 kJ to 3kJ . 2. Doubles the capacity of Battery Mk II from 5 kJ to 10 kJ . 3. Increases the power generated by Armor suit Solar Panels by 50%, from 10...
- Mon May 11, 2015 4:35 pm
- Forum: Ideas and Requests For Mods
- Topic: Request: Mod to boost Armor Batteries/Solar Panels
- Replies: 6
- Views: 5560
Re: Request: Mod to boost Armor Batteries/Solar Panels
Success!!!
Here it is:
Here it is:
- Mon May 11, 2015 1:09 pm
- Forum: Ideas and Requests For Mods
- Topic: Request: Mod to boost Armor Batteries/Solar Panels
- Replies: 6
- Views: 5560
Re: Request: Mod to boost Armor Batteries/Solar Panels
Not technically a mod but... If you replace the file at Factorio\data\base\prototypes\equipment in your installation folder then the game should work as requested I'll look into making this a mod at some point :) EDIT: Apparently we can't upload lua files to the forum :( open it in notepad etc and c...
- Fri May 08, 2015 4:16 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 561794
Re: Yuoki Industries 0.2.27 (11.17+)
Happy Birthday Yuoki Industries!YuokiTani wrote: 1 year Yuoki-Industries Modification.
- Thu Apr 30, 2015 3:58 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] MoPower & Uranium power Integration
- Replies: 4
- Views: 4563
Re: [Request] MoPower & Uranium power Integration
Nice! Thanks for your help!Fatmice wrote:I'll look into this post 0.6.0 release. If it is possible to do, it will likely be a recipe for conversion near the end of the pellet production.
- Wed Apr 29, 2015 9:27 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] MoPower & Uranium power Integration
- Replies: 4
- Views: 4563
Re: [Request] MoPower & Uranium power Integration
It's not a problem - I'm not sure doing that without mod authors approval would be good tho. I see where you're coming from and I've pm'd both devs. Personally, I really like the whole uranium - fluorite system from UPower but I would like to have the features from both mods available. They have qu...
- Wed Apr 29, 2015 7:22 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] MoPower & Uranium power Integration
- Replies: 4
- Views: 4563
[Request] MoPower & Uranium power Integration
Any chance of some cross-mod integration between mopower and uranium power? I dont mind having two types of reactor but two uraniums (-- urania??) seems strange.
I'd prefer one type of uranium processing - is it possible to just replace some code in the mod's lua files?
I'd prefer one type of uranium processing - is it possible to just replace some code in the mod's lua files?
- Fri Apr 24, 2015 12:49 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 286943
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Hi bob :) Any chance of an update to the recipe code? The current order prioritizes synthetic wood for wooden boards https://forums.factorio.com/forum/viewtopic.php?f=60&t=9398 Hello, I am playing the latest version (v4-3-2) of the modpack in the Factorio 0.11.21 build, and I have encountered a ...
- Thu Apr 23, 2015 9:15 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 79453
Re: [0.11.X] N.Tech-Chemistry
Looking forward to checking this out!Natha wrote:First version with new content!
Added gas cooler, liquid heater, nitrogen, liquefied gases (oxygen, hydrogen, nitrogen).
Amounts of gases in recipes which need/produce gas increased (*10).
- Thu Apr 23, 2015 9:03 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 163915
Re: Count to 1,000,000
Candy crush level 266
To pass this level, you must collect 5 striped candy + striped candy combinations and score at least 25,000 points in 50 moves or fewer
To pass this level, you must collect 5 striped candy + striped candy combinations and score at least 25,000 points in 50 moves or fewer
- Thu Apr 23, 2015 2:33 am
- Forum: This Forum
- Topic: Topic Icons
- Replies: 12
- Views: 24347
Re: Topic Icons
Wow that was fast
Thanks so much, certainly cleared that up for me!
Thanks so much, certainly cleared that up for me!
- Thu Apr 23, 2015 2:12 am
- Forum: This Forum
- Topic: Topic Icons
- Replies: 12
- Views: 24347
Re: Topic Icons
And also this one (has a lock)
- Thu Apr 23, 2015 2:08 am
- Forum: This Forum
- Topic: Topic Icons
- Replies: 12
- Views: 24347
Topic Icons
Could someone explain to me what each of these mean??
I assume that top left is a generic topic, red means unread
bottom right is announcement? and bottom middle is info?
what do the other ones mean?
middle right is supposed to represent the animated one
I assume that top left is a generic topic, red means unread
bottom right is announcement? and bottom middle is info?
what do the other ones mean?
middle right is supposed to represent the animated one
- Thu Apr 23, 2015 1:42 am
- Forum: Mods
- Topic: [MOD 0.11.X] UndergroundBeltsExtended aka Belts+
- Replies: 16
- Views: 35211
Re: [MOD 0.11.X] UndergroundBeltsExtended aka Belts+
tried using this on game version 11.21 and get an error on start up Looks like your file is zipped twice - it appears to be Belts+_0.0.2.zip.zip you can try redownloading the mod or use this attatchment if it suits better: Belts+_0.0.2.zip copy it as is into your "/AppData/Roaming/Factorio/mod...
- Thu Apr 23, 2015 1:23 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 82515
Re: [0.11.x] Y.Petremann's mods (6 mods)
Just spent the last half hour wondering what was wrong with my game. Turns out I installed 'no hand mining' instead of 'no hand crafting' *facepalm* But, you know, you can combine the two mods ... The dificulty increase of no hand mining is about less than 50% because after we reach electricity we ...
- Wed Apr 22, 2015 4:35 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 82515
Re: [0.11.x] Y.Petremann's mods (6 mods)
Just spent the last half hour wondering what was wrong with my game. Turns out I installed 'no hand mining' instead of 'no hand crafting' *facepalm* But, you know, you can combine the two mods ... The dificulty increase of no hand mining is about less than 50% because after we reach electricity we ...
- Tue Apr 21, 2015 7:25 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 163915
Re: Count to 1,000,000
According to wikipedia:
263 is a balanced prime, an irregular prime, a Ramanujan prime, and a safe prime.
I have no idea what that means
263
263 is a balanced prime, an irregular prime, a Ramanujan prime, and a safe prime.
I have no idea what that means
263
- Tue Apr 21, 2015 6:03 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 79453
Re: [0.11.X] N.Tech-Chemistry
many thanks for you, i added your ideas to the ToDo list :) WOOT! \(^-^)/ Awesome man! Can't wait :D I'm sorry, but it may be that you have to wait several days/a few weeks, because that is more than new fluids and recipes :P Lol I'm sure, I didn't mean right away - i know from experience that deve...
- Tue Apr 21, 2015 3:03 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 79453
Re: [0.11.X] N.Tech-Chemistry
WOOT! \(^-^)/ Awesome man! Can't waitNatha wrote:many thanks for you, i added your ideas to the ToDo list
- Tue Apr 21, 2015 10:16 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 82515
Re: [0.11.x] Y.Petremann's mods (6 mods)
Just spent the last half hour wondering what was wrong with my game. Turns out I installed 'no hand mining' instead of 'no hand crafting'
*facepalm*
*facepalm*