Search found 25 matches

by TheWesDude
Fri Nov 24, 2017 11:24 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 122065

Re: Feedback

I guess I need to do something about ores not being a requirement of MCI. As for the issue with sulphur, change the recipe on the refinery to the one that gives you sulphur dioxide instead of petroleum gas. there is no sulfur dioxide option for my refineries. all the sulfur processing unlocks is th...
by TheWesDude
Tue Nov 21, 2017 11:03 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 122065

Re: Feedback

I guess I need to do something about ores not being a requirement of MCI. As for the issue with sulphur, change the recipe on the refinery to the one that gives you sulphur dioxide instead of petroleum gas. there is no sulfur dioxide option for my refineries. all the sulfur processing unlocks is th...
by TheWesDude
Mon Nov 20, 2017 1:19 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 122065

Re: Feedback

I think I have found an issue with the mod. if you don't enable the ores or chemicals mods, the only way to make sulfur is with the oil+sulfur processing which means you really don't get any sulfur and considering how heavily sulfur and sulfuric acid is used, it means you don't really make any becau...
by TheWesDude
Thu Jul 20, 2017 6:10 pm
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163693

Re: [MOD 0.15.x]Factorio Extended 0.2.8

any update for the new version?
by TheWesDude
Sun Jul 09, 2017 8:57 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Request: 12 to 4 belt balancer
Replies: 2
Views: 5802

Request: 12 to 4 belt balancer

I am not sure why nobody has found one yet, but every time i search for this i cannot find it.

i need a good 12 to 4 belt balancer.
by TheWesDude
Sat Jul 08, 2017 5:08 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163693

Re: [MOD 0.15.x]Factorio Extended 0.2.8

if you could also revisit the resource costs for the upgraded furnaces/assemblers that would be great. they all seem to require 2 eff 3 modules which is a very large resource investment, but is actually much less than putting them in a furnace itself. it would make far more sense for the 1st tier to...
by TheWesDude
Fri Jul 07, 2017 4:40 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163693

Re: [MOD 0.15.x]Factorio Extended 0.2.8

are there any updates on when you are going to be releasing a major update to fix and add some of the stuff? like the research costs and add the mark 2 centerfuges? I have been trying to get this mod a LOT of exposure within the factorio community but lots of people complain about some of these issu...
by TheWesDude
Wed May 10, 2017 8:24 pm
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163693

Re: [MOD 0.15.x]Factorio Extended 0.2.7

that's what I am saying, we need the mod owner to update with these 2 fixes you have provided, a fix for the big power pole mark 3 power area not matching the power pole, and fixing the pumpjack mark 2
by TheWesDude
Wed May 10, 2017 9:55 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163693

Re: [MOD 0.15.x]Factorio Extended 0.2.7

we really need an updated official release to fix the oil refinery and pumpjack mk2 issues
by TheWesDude
Sun May 07, 2017 6:08 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163693

Re: [MOD 0.15.x]Factorio Extended 0.2.7

don't see where its been updated yet, still 0.2.7
by TheWesDude
Sat May 06, 2017 10:43 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163693

Re: [MOD 0.15.x]Factorio Extended 0.2.7

{Bug Report}

the pumpjack mark 2 has no fluid output. the animation will play, but no oil is output.
by TheWesDude
Wed May 03, 2017 11:58 pm
Forum: Resource Spawner Overhaul
Topic: ore in starting area is low
Replies: 32
Views: 11621

Re: ore in starting area is low

all i had was RSO that i had just freshly downloaded from the mod portal and base mod, and then after exploring 10-15 screens away all around my starting area all i had found was 2 copper spots and 3 coal spots, all pretty small to where i would have been hard pressed to fit like 20 miners on them. ...
by TheWesDude
Wed May 03, 2017 8:24 pm
Forum: Resource Spawner Overhaul
Topic: ore in starting area is low
Replies: 32
Views: 11621

Re: ore in starting area is low

very low frequency, big, very good... this map is unplayable with the lack of resources. cant even get enough resources to setup trains to ore spawns nor due to their size would it really be worth it. sure they would last a long time but they arent big enough to get enough miners on them to reasonab...
by TheWesDude
Sun Jul 24, 2016 10:31 am
Forum: Gameplay Help
Topic: Circuit controlled pipe?
Replies: 5
Views: 3475

Re: Circuit controlled pipe?

you have been able to connect small pumps to circuit networks for a long time, even in the 12x and probably even before
by TheWesDude
Sat Jul 09, 2016 6:35 pm
Forum: General discussion
Topic: Smegheads
Replies: 6
Views: 3543

Re: Smegheads

yes, when i saw that achievement i thought the same thing.

someone on the dev team is a RD fan.

and of course there is the "thanks for all the fish" is actually wrong... it would be correct if we were sending a dolphin into space, not the fish.
by TheWesDude
Wed Jul 06, 2016 5:25 pm
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 27069

Re: Is the jump from science pack 2 to 3 too large?

they need to expand the use of light oil, currently the main use for light oil is turning into solid fuel or cracking to petroleum

either make science 3 need solid fuel, or change plastic production to light oil i would say. heavy has lube, petrol has everything else.
by TheWesDude
Wed Jul 06, 2016 11:40 am
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 27069

Re: Is the jump from science pack 2 to 3 too large?

i agree with the OP in that blue science is difficult, but for a different reason. it is something i see in new players every single time. it needs red circuits which needs plastic which is made with... petroleum it needs batteries which needs sulfuric acid which is made from sulfur which is made fr...
by TheWesDude
Wed Jun 15, 2016 6:41 pm
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163693

Re: [MOD 0.12.x]Factorio Extended 0.1.5

i really hope this mod gets updated when .13 gets released because if it does, after i get a normal game or 2 in i would probably stream this
by TheWesDude
Wed Jun 01, 2016 7:01 pm
Forum: General discussion
Topic: 3D vs 2D which is better for Factorio?
Replies: 32
Views: 17672

Re: 3D vs 2D which is better for Factorio?

great, invasion of the "3D is superior!" crew. here is the truth. it is similar to the AI issue games have. 3D is not inherently superior to 2D/Sprite based graphics. it is actually inferior in resource use/allocation. Sprites just require a few "pictures" of the object which can...
by TheWesDude
Mon May 30, 2016 12:28 am
Forum: General discussion
Topic: Turret comparison
Replies: 25
Views: 14442

Re: Turret comparison

once you hit spitters, the gun turrets are useless as they out range the gun turrets which means the spitters will take out the walls and gun turrets while the biters die, and then march through no problem

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