Search found 247 matches

by Takezu
Sun Jun 21, 2015 11:47 pm
Forum: Mods
Topic: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
Replies: 85
Views: 85755

Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

If you read at the first site the last post, this is an option since long ago
by Takezu
Sun Jun 21, 2015 7:46 pm
Forum: Show your Creations
Topic: Neighbors
Replies: 13
Views: 18060

Re: Neighbors

Well the only real difference is that instead of building a second lokomotive, i build some more tracks for a circle.
Don't now whats dissapprove worthy in that?
by Takezu
Sun Jun 21, 2015 7:30 pm
Forum: Ideas and Suggestions
Topic: Player/Cargo teleporters?
Replies: 17
Views: 7412

Re: Player/Cargo teleporters?

Well maybe me but enjoy a trainride far more then a Zip you are there. Especially if a group of biter is playing on the tracks that time :mrgreen: And on the other hand, you would gradually make trains obsolet, think about it, why building a rail network if you can just teleport the damn stuff all o...
by Takezu
Sun Jun 21, 2015 6:10 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287104

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Well i'Ve gone over to have two coal trains with 5 cargos running, coal get'z unloadet into a chest and then directly afterwards into 10 chemplants per train.

As long as i have coal mines that works but a better recipe for heavy oil would be appreciated ;)
by Takezu
Sun Jun 21, 2015 2:48 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99125

Re: [UPDATED] Introducing NARMod 3.4

Offshoredump has a slight bug, by reloding a save with build dumps, you have to break replace them, because the somtimes stop working. But regardless, it makes no sense for a game to impelement something with no use damien. I reallife we have no choise but to deal with it, but in a game it makes no ...
by Takezu
Sun Jun 21, 2015 2:43 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311348

Re: [0.11.x][v0.1.7] Bob's Logistics mod

Nope ... it's a trade of, speed or smart, can'T have both.
by Takezu
Sun Jun 21, 2015 5:45 am
Forum: Maps and Scenarios
Topic: Interesting spawn
Replies: 8
Views: 22665

Re: Interesting spawn

Did you lower the region size in the config? normally that shouldn't happen.
by Takezu
Sun Jun 21, 2015 2:36 am
Forum: Ideas and Suggestions
Topic: Player/Cargo teleporters?
Replies: 17
Views: 7412

Re: Player/Cargo teleporters?

And to be honest, i don't see any reason for that to be vanilla gameplay.
by Takezu
Sat Jun 20, 2015 5:54 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176244

Re: Resource Spawner Overhaul - Discussion thread

damien has statet the only thing you have to care about are brine pools, he has dropped the extra ores and uses vanilla.
He let's you extract the other resources from Iron coal and co.
by Takezu
Sat Jun 20, 2015 8:39 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99125

Re: [UPDATED] Introducing NARMod 3.4

Those "Ores" are what i'd call corollary elements. They aren't an ore by themself but rather a part of the ore itself.
Or Maybe someone with better englsih corrects me as i'm not really sure that i'm right, the word i mean is "Begleitelemente"
by Takezu
Sat Jun 20, 2015 7:14 am
Forum: Mods
Topic: [0.11.x]Science pack prerequisites 0.0.1
Replies: 5
Views: 7968

Re: [0.11.x]Science pack prerequisites 0.0.1

I think leaving the blue sience packs open, or rather visible, would be the best solution. I can't craft it anyways until i get Bateries and Advanced Circuts.
But seeing that out of the recipe is the easiest way, at least much easier then hunting around in the sience tab figuring out where it hides.
by Takezu
Sat Jun 20, 2015 7:09 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176244

Re: Resource Spawner Overhaul - Discussion thread

As said messing around with that stuff makes it act funny. and copy pasting something that "might" be similar, i've no clue what might come out of that. The Compatibilities are seperate Luas in some folder, where they are run together no clue. I think i've seen a NAR compat but that thing ...
by Takezu
Sat Jun 20, 2015 7:02 am
Forum: Ideas and Suggestions
Topic: A Few Suggestions For Factorio
Replies: 3
Views: 1979

Re: A Few Suggestions For Factorio

point 2

Construction Robots/Deconstruction planer
Deconstruct the forrest ... and have a giant storage area naerby.

Point 6
Exoskeleton, resercheable and part for the powerarmor.
by Takezu
Sat Jun 20, 2015 6:10 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176244

Re: Resource Spawner Overhaul - Discussion thread

Wait a bit, messing around with that stuff ends up in all kind of silly behavior.
Orzelek was to add NARsupport anyways, bit of patience is all you need ;)
by Takezu
Sat Jun 20, 2015 2:36 am
Forum: Gameplay Help
Topic: Construction Bot and Chests
Replies: 9
Views: 7369

Re: Construction Bot and Chests

Well as it stands now your fighting natives with no clue of technologie. So an electric pole might mean more from your point of view and wartactics then from theirs. Think of it, someone with no clue of electricity wouldn't now what that strange thing is nor what it does. And of today anything that ...
by Takezu
Fri Jun 19, 2015 11:43 pm
Forum: Gameplay Help
Topic: Construction Bot and Chests
Replies: 9
Views: 7369

Re: Construction Bot and Chests

Where do you have that informatin from?
I haven't read anything about an new enemie that will kill my Electrical Network (which was my greatest fear as i startet the game, and let me hide behind ridicolous Gun Turretwalls).
by Takezu
Fri Jun 19, 2015 11:39 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99125

Re: [UPDATED] Introducing NARMod 3.4

Well that was only a slight thing thats sprung to my eye. How balanced it is has to be proven by testing.
by Takezu
Fri Jun 19, 2015 10:08 pm
Forum: News
Topic: Friday Facts #91 - Being the evil guy
Replies: 82
Views: 50487

Re: Friday Facts #91 - Being the evil guy

Seems right to me, i mean the things aren't lost in someones drawer, they are just delayed.
And on the other Hand, they can be more refined in the next one.
IMO better have them delayed and work as intendet as squashed in and causing more trouble then worth it.
by Takezu
Fri Jun 19, 2015 9:56 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99125

Re: [UPDATED] Introducing NARMod 3.4

Nice idea on the corollary elements. True most ores are a mix with a high of one element which then becomes the namegiver, but the other corollary elements are seldom in worthless quantity. But i see a problem ... maybe minor but still there. Getten ressources from other ressources requiers a consta...
by Takezu
Fri Jun 19, 2015 9:41 pm
Forum: Bob's mods
Topic: Bob's Mods Additions
Replies: 10
Views: 14366

Re: Bob's Mods Additions

Nice to hear :)
Well nobody said it should be there yesterday, it's your mod and your freetime.
But nice to know what maybe around the corner.

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