Search found 454 matches
- Sun Nov 25, 2018 7:26 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 91802
Re: [0.16] Space Extension Mod (SpaceX)
very interesting... i'll wait until you release it, and wont comment here in case my powers of perception are wrong
- Sun Nov 25, 2018 7:19 am
- Forum: Ideas and Requests For Mods
- Topic: Mobile artillery turrets
- Replies: 9
- Views: 4719
Re: Mobile artillery turrets
hi, i saw your mods on the mod portal.
https://mods.factorio.com/mod/SchallTankPlatoon
this looks cool, and if you like warhammer and lord of the rings,
using a tank platoon to defend your base from biters
= "they Schall not pass!"
"and they Schall know no fear"
https://mods.factorio.com/mod/SchallTankPlatoon
this looks cool, and if you like warhammer and lord of the rings,
using a tank platoon to defend your base from biters
= "they Schall not pass!"
"and they Schall know no fear"
- Sun Nov 25, 2018 7:10 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod IDEA] Colony Quests with breakdown of modder tasks
- Replies: 4
- Views: 4907
Re: [Mod IDEA] Colony Quests with breakdown of modder tasks
adding colony charter link:
viewtopic.php?f=190&t=63531#p387892
viewtopic.php?f=190&t=63531#p387892
- Sun Nov 25, 2018 7:08 am
- Forum: Mods
- Topic: [0.16] Colonial Charter beta version
- Replies: 5
- Views: 3118
Re: [0.16] Colonial Charter beta version
hi this is definitely going on my do play list
if you are still looking for ideas, please feel free to check out my sig link (1st mod idea i had about 1.5 years ago) you are welcome to add any elements from it if you like.
if you are still looking for ideas, please feel free to check out my sig link (1st mod idea i had about 1.5 years ago) you are welcome to add any elements from it if you like.
- Sun Nov 25, 2018 7:05 am
- Forum: Show your Creations
- Topic: Megabase in progress
- Replies: 10
- Views: 6622
Re: Megabase in progress
plus there are other Rampant AI mods, new colony mods i just saw, and if you want to get funky with warehouses, theres a cool Beekeeping mod that works great (tested so far with angelbobs), and you can create cascading warehouse sorting, with Ore compression and uncompression to save space etc.. htt...
- Sun Nov 25, 2018 6:59 am
- Forum: Show your Creations
- Topic: Megabase in progress
- Replies: 10
- Views: 6622
Re: Megabase in progress
hi keep up the good work :) im not sure about blueprints but there are some aai mods that could help including vehicles with cool graphics that you can program, and they can mine where you tell them, and haul ore around etc. once you do that, try the same thing, but with biters and no ai then try wi...
- Sun Nov 25, 2018 6:52 am
- Forum: PyMods
- Topic: PyBlock (alpha)
- Replies: 230
- Views: 71764
Re: PyBlock (alpha)
sounds interesting
"what do you do if someone comes at you with a kung FuKick....... you do a PyBlock"
"what do you do if someone comes at you with a kung FuKick....... you do a PyBlock"
- Sun Nov 25, 2018 6:47 am
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 301920
Re: You know you play Factorio too much when...
is that the 10 hours one?
- Sun Nov 25, 2018 6:45 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 91802
Re: [0.15] Space Extension Mod (SpaceX)
.. hi sandman, did you get a chance to have a look at my idea from last year here? https://forums.factorio.com/viewtopic.php?f=190&t=40288&start=20#p292159 maybe this can also give Game4Lols (and me and others) some more incentive and satisfaction? if easy to add a fleet? :) Something is co...
- Sun Nov 25, 2018 5:38 am
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 46789
Re: Friday Facts #268 - The modern Biter
"The modern biter (Albert, Einstein)"
.
.
.
well, thats what my eyes first saw
.
.
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well, thats what my eyes first saw
- Sun Nov 25, 2018 5:34 am
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47306
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
i see the humour you are using :) though shouldn't you have said "it's the weekend" :D - joke I've seen people complaining when the Devs didn't answer to posts during sunday. Whatever the day of a release, people will complain if bugs are not corrected real time , even during christmas hol...
- Sun Nov 25, 2018 5:31 am
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47306
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
hi the cliff destruction video is cool :) when you say this: "Map pings: Shift-Clicking the map with the console open will create a map ping." was the console just open (like for when you showed the other features), because it is still being developed? or will the console always be require...
- Sun Nov 25, 2018 5:14 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209289
Re: Friday Facts #266 - Cleanup of mechanics
in a funny way, when i did the quiz, i ended up with 20.625 iron per second lol
but that was because i divided the mining power, by mining hardness,
and then after halfing, i multipled it by 25 (taking 5x5 to be 25) lol but hey
but that was because i divided the mining power, by mining hardness,
and then after halfing, i multipled it by 25 (taking 5x5 to be 25) lol but hey
- Sun Nov 25, 2018 4:59 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209289
Re: Friday Facts #266 - Cleanup of mechanics
hi, just a quick note on the Mining Iron quiz.. if you do a quiz in future.. please can you mark out the start, and end of the quiz, plus leave some empty lines at the end, otherwise people will scroll down too far and see the answer :) for example, and now for today's quiz... "Quiz Start"...
- Sun Nov 25, 2018 4:44 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 240236
Re: pY HighTech Discussion
btw as someone mentioned balancing, maybe this mod can help?
https://mods.factorio.com/mod/usage-detector
it looks like it shows how much stuff is being consumed over the course of the game, (start, mid, late game) and could be useful when shown as a percentage)
https://mods.factorio.com/mod/usage-detector
it looks like it shows how much stuff is being consumed over the course of the game, (start, mid, late game) and could be useful when shown as a percentage)
- Sun Nov 25, 2018 4:38 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 119873
Re: Feedback
btw i still have my game folders from v0.14 and have been doing this every time i find a cool set of modpacks to play, especially my first proper session of modded games, which was an AngelBobs (after seeing arumba play it on youtube) :) (another updated version of it became AngelBobYuoki) usually y...
- Sun Nov 25, 2018 4:24 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383217
Re: Development and Discussion
I will take a look at reducing the item count. If you or bob don't reintroduce the limits in item count, they will be gone by 0.17. what does this mean sorry? will version 0.17 of the game have a max amount of items? will this max be on a per mod basis, or will there be a maximum amount of items po...
- Sun Nov 25, 2018 4:15 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1213489
Re: Bugs & FAQ
yeah, have a coke, (or a wood pellet)GustavoBorela wrote: ↑Wed Nov 21, 2018 9:06 pmwell I think that was a signal to take a break in the game
- Sun Nov 25, 2018 4:12 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1213489
Re: Bugs & FAQ
Yesterday, I setted up pretty much the same: There is a 300 sec. recipe, which consumes 1 garden and returns 1 + 5% (or 1.05) gardens + 2 Exploration Tokens. It was gated behind a research which uses red/green/bio science. Ok, i had to sacrifice some gardens to get the research. I think, i'm on the...
- Sun Nov 25, 2018 4:09 am
- Forum: Mods
- Topic: [MOD 0.18] Multi-Product Recipe Details 0.18.1
- Replies: 19
- Views: 8166
Re: [MOD 0.16] Multi-Product Recipe Details 0.16.4
hi i still need to try this mod but it does look cool. (even if the icons themselves do not always show the full item details when you mouseover) i think the author is still around, (at least making git hum updates on other stuff, so could just be not available for updating this particular mod for t...