Search found 64 matches

by matpmag
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...
by matpmag
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

:D Success!!!
Here it is:
PreFusion_0.1.0.zip
(717 Bytes) Downloaded 155 times
by matpmag
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...
by matpmag
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+)

YuokiTani wrote: 1 year Yuoki-Industries Modification.
Happy Birthday Yuoki Industries! :lol:
by matpmag
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

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.
Nice! Thanks for your help!
by matpmag
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...
by matpmag
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?
by matpmag
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 ...
by matpmag
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

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).
Looking forward to checking this out! :)
by matpmag
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
by matpmag
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!
by matpmag
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)
by matpmag
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 :)
by matpmag
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...
by matpmag
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 ...
by matpmag
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 ...
by matpmag
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 :lol:

263
by matpmag
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...
by matpmag
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

Natha wrote:many thanks for you, i added your ideas to the ToDo list :)
WOOT! \(^-^)/ Awesome man! Can't wait :D
by matpmag
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*

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