Search found 454 matches

by foodfactorio
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 :)
by foodfactorio
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" :D
by foodfactorio
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.
by foodfactorio
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...
by foodfactorio
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...
by foodfactorio
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" :D
by foodfactorio
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? :)
by foodfactorio
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...
by foodfactorio
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 :)
by foodfactorio
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...
by foodfactorio
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...
by foodfactorio
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 :D but hey :D
by foodfactorio
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"...
by foodfactorio
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)
by foodfactorio
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...
by foodfactorio
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...
by foodfactorio
Sun Nov 25, 2018 4:15 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213489

Re: Bugs & FAQ

GustavoBorela wrote:
Wed Nov 21, 2018 9:06 pm
well I think that was a signal to take a break in the game :)
yeah, have a coke, (or a wood pellet) :)
by foodfactorio
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...
by foodfactorio
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...

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