Search found 247 matches

by Takezu
Wed Jun 24, 2015 3:21 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 227429

Re: [0.11.22] WaiTex HD Texture Pack

Think of it the other way around. It takes time even if it looks like it's easy, time that you can be used to fix bugs minor or major, time you can use to improve gameplay, time to improve whatever you can think of, what is more important? and on the other hand, it takes time to MAKE the sprites in ...
by Takezu
Wed Jun 24, 2015 2:53 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 227429

Re: [0.11.22] WaiTex HD Texture Pack

Maybe it's not difficult, but it's no priority, which in my opinion is good news. Maybe it's the time that i'm born and raised, but at that time first came Gameplay, and contend, than eyecandy. HD Textures aren't the importenst thing on earth, better have a stable enjoyable game and then think about...
by Takezu
Wed Jun 24, 2015 12:06 am
Forum: Ideas and Suggestions
Topic: Player/Cargo teleporters?
Replies: 17
Views: 3514

Re: Player/Cargo teleporters?

If you want a minecraft comparison, think of Thermal Expension. Tesseracts for days, teleport all the things, who cares its for free (almost). Thats what i meant, plop down done ... can'T see the fun... Good they where for beginnigs hard to come by but sooner or later you've just enough to teleport ...
by Takezu
Tue Jun 23, 2015 11:30 pm
Forum: Gameplay Help
Topic: I Ran Out Of Oil. What do I do?
Replies: 7
Views: 8819

Re: I Ran Out Of Oil. What do I do?

Exceppt from exploring further, you've either speed up the pumps or life with the 0.1 i'm afraid.
by Takezu
Tue Jun 23, 2015 6:14 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 133952

Re: Resource Spawner Overhaul - Discussion thread

Well, outside of the starting area i'D agree, there could be more tin. but inside i don'T know, Tin isn't really needet for the low tier stuff. And it's not needet for anything araound trains. That uses all the circute equivalent. Don't know what shadow does, but for a normal bobs mod playthrough It...
by Takezu
Tue Jun 23, 2015 11:27 am
Forum: News
Topic: Friday Facts #91 - Being the evil guy
Replies: 82
Views: 31740

Re: Friday Facts #91 - Being the evil guy

Nitic acid is as agressiv to plants as it is to everything else, and to much Carbonoxide isn't helping plants, there is a point at which the balance collapses. A system is healthy as long as it is in balance, you as player throw the balance off, and that has consequences. Yes Plants use CO, rather m...
by Takezu
Tue Jun 23, 2015 11:19 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 133952

Re: Resource Spawner Overhaul - Discussion thread

Lowering the region size brings everything closer together.
Other then a bit unlucky RNG it looks relativly normal to me.
by Takezu
Tue Jun 23, 2015 10:47 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 98000

Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Well ... thats not the mods fault. The Farl takes it's own starting point as guide value, therefore you would have to stop in ever the same sequence to start it over again. Slight variance and all goes off. But thats how it works, calculating the whole system to have it start mid sequence would, if ...
by Takezu
Tue Jun 23, 2015 10:41 am
Forum: News
Topic: Friday Facts #91 - Being the evil guy
Replies: 82
Views: 31740

Re: Friday Facts #91 - Being the evil guy

If i see the pollution stats on the various buildings, i'm under the impression thats everything, like unused byproducts, CO CO2 nitrous gasses (the infamous acid rainmaker), waste like leftovers from assembly, who the f.... knows what comes out of the chemplant and refinerys ;) The tree destruction...
by Takezu
Tue Jun 23, 2015 10:35 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 98000

Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Well hopp into it to acess the gui start it and then do something else?
Never said should stay in it.
by Takezu
Tue Jun 23, 2015 10:34 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 133952

Re: Resource Spawner Overhaul - Discussion thread

If you play bobs ekectronics override, you should have a bit of lead and tin to get the basic blue since up, without it no chance. Richness multiplier doesn'T effect starting area neither does size, as said, my first mine stands usually when my first copper/iron runs out, and after that going onward...
by Takezu
Tue Jun 23, 2015 10:13 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 98000

Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

well you could turn pole placing of by hopping into that thing iirc?
by Takezu
Tue Jun 23, 2015 10:11 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 133952

Re: Resource Spawner Overhaul - Discussion thread

You need to edit the ressource files themselfs. The Strting Area is hardcoded, to ensure that every one, how slow he maybe, can get to trains. There is nothing like the golden amount that you need to get there, thats for every one different. I also suggest not to mess with it to much, what use have ...
by Takezu
Tue Jun 23, 2015 3:24 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 133952

Re: Resource Spawner Overhaul - Discussion thread

I don't know how RSO reacts in the map generator, but firstly with RSO such a "startbuild" is needless, RSO has a starting area defined that provides you everything for starting. Secondly, there was a config option to disable the Vanilla Override, but i don't know if it's still used or more precise ...
by Takezu
Mon Jun 22, 2015 8:44 pm
Forum: General discussion
Topic: Half of my factory didnt work ...
Replies: 4
Views: 4342

Re: Half of my factory didnt work ...

Well a copper cable draged from one pole to the other would have done the trick likewise.
by Takezu
Mon Jun 22, 2015 8:42 pm
Forum: Ideas and Suggestions
Topic: Player/Cargo teleporters?
Replies: 17
Views: 3514

Re: Player/Cargo teleporters?

As soon as you research inserter stacksize bonus, every transportation of singel items is for naught ;) It would only work if your transport"box" is a logistic thing and the item in question comes from a belt, as said not the trains fault. Neither would it be the fault of any other transportvehicle ...
by Takezu
Mon Jun 22, 2015 5:45 pm
Forum: Mods
Topic: [0.11.22] Recipe Clipboard [WIP/First]
Replies: 11
Views: 19772

Re: [0.11.22] Recipe Clipboard [WIP/First]

Nice one, but how about including the zip for download ;)

Or i'm supposed do run over to git ;)
by Takezu
Mon Jun 22, 2015 5:41 pm
Forum: Ideas and Suggestions
Topic: Player/Cargo teleporters?
Replies: 17
Views: 3514

Re: Player/Cargo teleporters?

Silk, if i where to transport something across half the map, i din't would only ttransport one thing. Thats in efficent to begin with. And whatever the chois of transportation is, it's in efficent, if you have to span a large distance, you want as many needet materials and things as possible with yo...
by Takezu
Mon Jun 22, 2015 6:30 am
Forum: Ideas and Suggestions
Topic: Taming
Replies: 8
Views: 841

Re: Taming

Have a look at the Alien Evolution mod.
https://forums.factorio.com/forum/vie ... 14&t=10256
Should be exactly what you seek
by Takezu
Mon Jun 22, 2015 1:10 am
Forum: Ideas and Suggestions
Topic: Player/Cargo teleporters?
Replies: 17
Views: 3514

Re: Player/Cargo teleporters?

Train, and i'm not kidding either. When i see multiplayer (i haven'T played multi myself, due to no gamepartner.) you have to get the 10000tiles away in the first place. Either by Car Tank Train or per foot, if the latter respect thats tedious. Long range transportation i'd do by trains, and i found...

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