Search found 47 matches
- Fri Apr 08, 2016 12:56 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 205
- Views: 124509
Re: [MOD 0.12.29+] BigBags
Thanks for the updates, both iun response to my suggestion, and your own. Both make this mod much more adaptible to the user, and less 'cheaty' in the game. Also, you can halt upogrades before your inventory begins overlapping your toolbelts.
- Fri Apr 01, 2016 3:03 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 205
- Views: 124509
Re: [MOD 0.12.29+] BigBags v1.0.0
I like the bigger inventory, but stack sizes also affect the management of trains, chests, assemblers, etc. I'd like a variable to disable stack sizes and magazine size upgrades.
- Tue Mar 29, 2016 9:05 pm
- Forum: Mods
- Topic: [MOD 12.29]Immersive Ores 0.0.0 - 28.03. - Lets get started
- Replies: 1
- Views: 2154
Re: [MOD 12.29]Immersive Ores 0.0.0 - 28.03. - Lets get started
Obvioousy, as with any alpha, needs work. But it also shows promise. I think you should keep the original ore types. Iron ore can still wash out a lesser amount of stone and copper, copper can wash out lesser amounts of stone and iron, while stone can wash out anything but minimal amounts of stone. ...
- Mon Mar 14, 2016 3:02 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121670
Re: [MOD 0.12.24] HardCrafting 0.2.7
Actually that will take some time. I'm having a nerve issue that numbs my hands, so this post is taxing, let alone gameplay. Sorry. :/
- Fri Mar 11, 2016 11:59 am
- Forum: Mods
- Topic: [MOD 0.12.26] Packaged (Crated) Items-Transport more,faster
- Replies: 7
- Views: 12339
Re: [MOD 0.12.26] Packaged (Crated) Items-Transport more,faster
Will make the same comment here I did on another mod . . . any thoughts on mixed packages? For instance, stacks containing what is needed to create a science pack, in just the right ratios?
- Fri Mar 11, 2016 5:58 am
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121670
Re: [MOD 0.12.24] HardCrafting 0.2.7
Having an issue where it gave me an error message . . . something abbout ore. It's past midnight and I'm zonked, but I highly suspect it's due to the rare earth ore, used in the craftable alien artifacts. (I just wanna build, screw those aliens.) I will poke around more later when I'm not half-dead ...
- Mon Mar 07, 2016 5:41 am
- Forum: 5dim's mod
- Topic: General Discussion
- Replies: 293
- Views: 198667
Re: General Discussion
I had a question, before I dive into some of these modules. The website says that to use some of the ores I'd need bob's ores - does this mean it's a dependency, and that I won't be able to use these in a vanilla game? Not sure I'm interested in the level of complexity that eleventy-twelve different...
- Mon Mar 07, 2016 5:28 am
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121670
Re: [MOD 0.12.24] HardCrafting 0.2.7
Came back to browse mods again, and poked my nose in here. Lo and behold, my feedback produced an immediate reply! Definitely going to take this out of the box and try it out. Looks like I'll have to completely rebuild the smelting portion of my factory . . .
- Mon Mar 07, 2016 5:01 am
- Forum: Mods
- Topic: [MOD 0.11.x+ / 0.12.x] Boxing (v0.6.0)
- Replies: 29
- Views: 39779
Re: [MOD 0.11.x+ / 0.12.x] Boxing (v0.6.0)
Not an enthusiast of this simply because of the incredible efficiency. Literally multiplies what you can carry in a stack by 10, with a little added complexity in boxing, transport, and unboxing. If it was more modest - an increase of fifty percent, or even doubling your storage, (for an item that s...
- Thu Feb 18, 2016 12:21 am
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121670
Re: [MOD 0.12.20] HardCrafting 0.2.3
Lost track of this for a bit. Let me start by saying I have not tried this yet. This is, first and foremost, a mod of the refinement and smelting process. The robotics part just seemed tacked on and off topic. It's hard to find interesting smelting mods that do only what they do and don't try to thr...
- Mon Feb 15, 2016 4:02 am
- Forum: Mods
- Topic: [mod 0.12.20] Smelting
- Replies: 15
- Views: 17806
Re: [mod 0.12.20] Smelting
So long story short, it introduces a new smelting process (Without removing original furnaces or recipes) that add more steps to the smelting process, but produce more of the final product as a result, correct? Am I also correct in that ore can still be smelted normally, at lower (vanilla) yields? T...
- Sun Feb 07, 2016 1:31 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163481
Re: [MOD 0.12.x]Factorio Basics 0.0.3
Haven't tried this yet, but Mk I usually refers to the original - shouldn't it be Mk 2/Mk 3?
- Thu Feb 04, 2016 2:13 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1400839
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Just my two cents . . . . . The Ore generation is something I think a lot of people would like - but they might not want refinement with infinite ore around. Or . . . maybe they want to get more out of resource-poor regions in the base game, without disrupting their game with infinite ore. These see...
- Sat Jan 30, 2016 9:16 am
- Forum: Mods
- Topic: [MOD 0.12.x] Reverse Factory
- Replies: 32
- Views: 49431
Re: [MOD 0.12.x] Reverse Factory
It would be nice if we could break down most recipes requiring liquid, even if it means the total loss of the liquid input. For instance, mostly-steel products requiring lubricant can't be scrapped for steel and gears. Also, the factory chokes when fed items whose recipe has multiple products. (copp...
- Sat Jan 30, 2016 9:04 am
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121670
Re: [MOD 0.12.20] HardCrafting 0.2.3
I also like the idea of this, except for the changes to robots. Just FYI.
- Sat Jan 30, 2016 8:41 am
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 49156
Re: [MOD 0.12.20] Concrete Lamppost
Got to agree with many comments here - you have to respect the limitations a person works under. "Please reconsider changing the laws of nature" is not an appropriate response to "It can't be done." The proper response is to try and suggest alternatives or workarounds, like the s...
- Sat Jan 30, 2016 8:22 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Packager 0.2.1
- Replies: 18
- Views: 29933
Re: [MOD 0.12.20+] Packager 0.2.1
Custom chests have big implications for my production lines, particularly train transport. For instance, being able to pack the exact ratio of copper, steel, and coal (or plastic) needed for science packs 1, 2, and 3 into a box will make shipping to my science facilities cleaner, and also create som...
- Thu Jan 28, 2016 7:48 am
- Forum: General discussion
- Topic: Looking for advice.
- Replies: 5
- Views: 14737
Re: Looking for advice.
Keep in mind, each and every item pulled off the belt has to go to a unique reverse factory. Otherwise a factory might load one copper wire, then not be able to load more because there are converyor belts clogging the line. Also note, that one inserter can have five filters - but every SINGLE produc...
- Thu Jan 28, 2016 3:44 am
- Forum: General discussion
- Topic: Looking for advice.
- Replies: 5
- Views: 14737
Re: Looking for advice.
Being power-outage-proof isn't REALLY essential . . . I can correct rare problems like that by hand. I was just sure that there was an ingenious solution out there that I hadn't considered. EDIT: it's not too compact. I need a chest in that row for three kinds of belt, three underground belts, wire,...
- Thu Jan 28, 2016 1:45 am
- Forum: General discussion
- Topic: Looking for advice.
- Replies: 5
- Views: 14737
Looking for advice.
TL;DR? I need circular route for dozens of different types of mixed goods that will filter out only a few items into different belts and/or buildings, without EVER missing one. For example, I may have steam engines, pipes, electronics, copper wire, steel plates, ammo, guns, etc etc flowing down the ...