Search found 454 matches

by foodfactorio
Mon Oct 01, 2018 9:59 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 312373

Re: MOD [ 0.16.x] Bio-Industries 2.6.6

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 :)
by foodfactorio
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) :)
by foodfactorio
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 :)
by foodfactorio
Mon Oct 01, 2018 9:27 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 588010

Re: pY Coal Processing - Discussion

immortal_sniper1 wrote:
Mon Sep 17, 2018 12:12 pm
my base https://imgur.com/a/YuMbaLx

~400h
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) :D
by foodfactorio
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,...
by foodfactorio
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...
by foodfactorio
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...
by foodfactorio
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 :)
by foodfactorio
Sat Sep 15, 2018 12:40 am
Forum: This Forum
Topic: Forum update to phpBB 3.2
Replies: 120
Views: 45825

Re: Today's forum skin update

Koub wrote:
Thu Sep 13, 2018 7:13 am
Factorio Forum - No column titles selection.jpg
this seems fixed now, though quotes do not seem to include images anymore? :)
by foodfactorio
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
by foodfactorio
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...
by foodfactorio
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...
by foodfactorio
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 :D
by foodfactorio
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 :)
by foodfactorio
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...
by foodfactorio
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 :)
by foodfactorio
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...
by foodfactorio
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...
by foodfactorio
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,...
by foodfactorio
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 ...

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