btw these entities are cool in my games, but always gave me (minor) issues after one of the official dev releases swapped pipe inputs and outputs....
only to have to fix it a 2nd time, after an official dev release, reversed the changes to pipe inputs and outputs
Search found 454 matches
- Mon Oct 01, 2018 9:59 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312373
- Mon Oct 01, 2018 9:52 pm
- Forum: PyMods
- Topic: pY Fusion Energy - Discussion
- Replies: 552
- Views: 190581
Re: pY Fusion Energy - Discussion
speaking of tungsten, maybe the Pyhightech mod could use it to create really tough robots (like terminator bots)
- Mon Oct 01, 2018 9:51 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212172
Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)
thanks for making the mods you made deadlock
- Mon Oct 01, 2018 9:27 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 588010
Re: pY Coal Processing - Discussion
well done - youve got like 99x the amount of coal im gonna have to scale up
(once i solve the Riddle of Mushrooms, i will have plenty)
- Mon Oct 01, 2018 9:26 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 588010
Re: pY Coal Processing - Discussion
Thanks Foodfactorio and Pyanodon for the responses- I wish I'd kept my save file so I could share it with you. I basically had a network of outposts connected by train- and I was trying to build to 1 yellow belt of red circuits (or level 2 circuits) - but I was pretty far from that. I did, however,...
- Sat Sep 15, 2018 1:22 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 115541
Re: Friday Facts #260 - New fluid system
hi, the new pipe system sounds like it could save lots of ups, but if you do your testing scripts, could you please also add some storage capacity variations, as some mods have large 500k capacity like Yuoki Industries, or 80k - 1500k in other mods (angel/py) and maybe what works fine in vanilla, mi...
- Sat Sep 15, 2018 12:58 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 91776
Re: [0.16] Space Extension Mod (SpaceX)
I have Bob's mods included in my current play. I have made a change in his settings that I can only build with his modded logistics network structures (no [vanilla] roboports). However, the Drydock Assembly requires Roboport Mk1, which is not in my current game recipes. Can you look into this? Than...
- Sat Sep 15, 2018 12:43 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1212778
Re: Bugs & FAQ
@BlackBeared,
well, shiver me timbers
well, shiver me timbers
- Sat Sep 15, 2018 12:40 am
- Forum: This Forum
- Topic: Forum update to phpBB 3.2
- Replies: 120
- Views: 45825
- Thu Sep 13, 2018 5:38 am
- Forum: This Forum
- Topic: Forum update to phpBB 3.2
- Replies: 120
- Views: 45825
Re: Today's forum skin update
oh i didnt know those links had been removed before, i guess they must have come back when i first took the screenshot.
yep, as it is now it seems cool
yep, as it is now it seems cool
- Thu Sep 13, 2018 5:02 am
- Forum: This Forum
- Topic: Forum update to phpBB 3.2
- Replies: 120
- Views: 45825
Re: Today's forum skin update
hi, the best thing about the change, is that the text, cursor "and" mouse pointer are now easy to see, at least for me. at first, no icons appeared, but i think its because the website theme now uses "web-fonts" instead, so if anyone has ublock origin and chrome, you might need t...
- Tue Sep 11, 2018 2:13 am
- Forum: Ideas and Requests For Mods
- Topic: Automated Player Movment
- Replies: 1
- Views: 850
Re: Automated Player Movment
maybe if there is a certain type of Biter that attacks the player, some time after the battle, the players left and right walking gets reversed :) that might be able to be done in a mod, so that as the player fights off the venom or toxin, all their walking control inputs from the keyboard are rever...
- Tue Sep 11, 2018 2:03 am
- Forum: Ideas and Requests For Mods
- Topic: Limiting maximum electric power
- Replies: 6
- Views: 2503
Re: Limiting maximum electric power
yeah ive seen nilaus vids too
greetings to mister nilaus in the house
greetings to mister nilaus in the house
- Tue Sep 11, 2018 1:52 am
- Forum: Mods
- Topic: [MOD 0.18.x] Solar Updraft Tower
- Replies: 2
- Views: 2493
Re: [MOD 0.16.x] Solar Updraft Tower
thanks for the mod, i added it to list of new mods to try
- Tue Sep 11, 2018 1:48 am
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 60122
Re: Friday Facts #258 - New autoplace
Some people just like to complain. I like a good moan from time to time. so does the missus :D BUT, on a more serious note, i just would like to say that i "Do" like the way that vanilla ore generation seems to work very well in terms of terminology - so please keep this in future version...
- Fri Sep 07, 2018 12:56 am
- Forum: Ideas and Requests For Mods
- Topic: What would you want to see in a Factorio RTS mod?
- Replies: 8
- Views: 3155
Re: What would you want to see in a Factorio RTS mod?
hi kyranzor, have you ever played Harvest Massive Encounter?
something like that, would be really cool with factorio
something like that, would be really cool with factorio
- Thu Sep 06, 2018 2:35 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 240160
Re: pY HighTech Discussion
can that module be made in any other assembler? if so, maybe you can use that type of assembler in the meantime. but if another assember also has a problem, then maybe its due to the recipe compatibility or like you said dale for too many requirements? (edit: all this talk of 12 ingredients is makin...
- Thu Sep 06, 2018 2:31 am
- Forum: Mods
- Topic: No Fluids to Mine
- Replies: 6
- Views: 2681
Re: No Fluids to Mine
ah thats true, its still useful in the sense that sometimes, the only way a player could do it might be to need to rip up multiple things and if they dont have much time at that point in time, they can just use this mod for that patch. (eg more convenient, for when they just want to do something, or...
- Thu Sep 06, 2018 2:24 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1382766
Re: Development and Discussion
cool, good luck with your phased plan bluetemplar. ive often seen lots of people say that they are swimming in too much crushed stone, but never about possibly not getting enough of it :) (in all my angels games i always store everything and never vent or void anything, but if you get stuck on fuel,...
- Thu Sep 06, 2018 1:18 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 588010
Re: pY Coal Processing - Discussion
here is the items 1st screen showing sands for you too: (and about 45 robots so far) my-pymods-items-1st_Screen.png + screen with production monitor (im playing on a high frequency of small ore patches, so often need to move the mining drills around, but usually sand or organic matter is what fills ...