This sounds absolutely awesome!
I'm gonna have to try it out right when I come back from work today ^^
Search found 130 matches
- Mon Mar 14, 2016 6:12 am
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 64094
- Fri Mar 11, 2016 4:34 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Packaged (Crated) Items-Transport more,faster
- Replies: 7
- Views: 12355
Re: [MOD 0.12.26] Packaged (Crated) Items-Transport more,faster
Is you want a package with all the components for a particular item, why not just put them in the assembler and make that item? I was just clarifying what Lurkily asked ^^ The use case would be to produce it at some point and put everything into a package and then transport just that package to ano...
- Fri Mar 11, 2016 2:07 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Packaged (Crated) Items-Transport more,faster
- Replies: 7
- Views: 12355
Re: [MOD 0.12.26] Packaged (Crated) Items-Transport more,faster
Do I see this right that the packaging doesn't need any extra materials (like a crate or something) and just the materials to package? (which would be awesome, because the added complexity with crates etc. make those mods nearly unusable for me, unless you use a lot of logisitc robots) And I think h...
- Thu Mar 10, 2016 9:05 am
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 83805
Re: [MOD 0.12.x] Force Fields - energy powered walls
Try changing some text in the first post as well (just add a space or something) in addition to changing the attachment. That should change it to the right date...
- Thu Mar 10, 2016 6:12 am
- Forum: Ideas and Suggestions
- Topic: Endless ore patches
- Replies: 25
- Views: 14761
Re: Endless ore patches
There are several mods for that, as the possibility is already build into the game. One of them would be "Train outposts", a mod that changes the resource generation at the beginning. You get smaller and fewer patches at the start but in exchange, they're endless (they will have a yield an...
- Wed Mar 09, 2016 5:28 pm
- Forum: Ideas and Suggestions
- Topic: Jet pack (but not in modular armor)
- Replies: 12
- Views: 3562
Re: Jet pack (but not in modular armor)
Nobody argues against a Jet Pack.DrEthan wrote:so why not jet pack?
What we argue against is giving it some special place.
Just make it a modular armor mod and that's fine (or a vehicle like a car). No reason for the "put it in the Armor Slot".
- Wed Mar 09, 2016 6:15 am
- Forum: Ideas and Suggestions
- Topic: Faster Self-Crafting Upgrade
- Replies: 2
- Views: 1115
Re: Faster Self-Crafting Upgrade
Well for now, you can use a mod for that wether or not it gets implemented into the core xgame: viewtopic.php?f=93&t=15555
- Tue Mar 08, 2016 6:29 am
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 171812
Re: [MOD 0.12.X] Air Filtering
I've change recipes for recycling too because it doesn't seem logical recycling air filters by using a coal. :lol: Ever heard of Carbon Filters? And Coals main component is carbon. So you're basically changing the main filter-part (the carbon) when you recycle air filters. So using coal there is ve...
- Mon Mar 07, 2016 8:54 am
- Forum: Ideas and Suggestions
- Topic: Appearance of the Armor
- Replies: 9
- Views: 3644
Re: Appearance of the Armor
It might be because this takes more possibilities away than it adds.Factorio2016 wrote:Why are you two not seeing the possibilities?
I also like the Armor the way it is right now with it's modularity were you can just add whatever you want to have without any preset slots for specific things.
- Sun Mar 06, 2016 7:58 pm
- Forum: 5dim's mod
- Topic: General Discussion
- Replies: 293
- Views: 198702
Re: General Discussion
Having the same Problem.
The start seems to be electified, but after a few tracks this suddenly stops and I can get barely past the gate before I'm running out...
The start seems to be electified, but after a few tracks this suddenly stops and I can get barely past the gate before I'm running out...
- Sun Mar 06, 2016 3:38 pm
- Forum: Gameplay Help
- Topic: I need help with Inserters
- Replies: 2
- Views: 1180
Re: I need help with Inserters
Long inserters take something from 2 units away and will put it on the oposite side, also two units away. You have the belt 2 units away, but on the other side 2 units away is not the chest but an inserter. One way of doing what you want to do is place the left belt and the left long inserters each ...
- Sat Mar 05, 2016 8:58 am
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 146832
Re: Bugs and problems
In case it got lost, here again:
Yinan wrote:It seems to me that a lot of the modded modules have wrong description keys.
Most items there are called "missing key: ....", which is also true for the technologies.
- Fri Mar 04, 2016 9:21 am
- Forum: Gameplay Help
- Topic: Factorio TidBits - Help for New Players
- Replies: 10
- Views: 5536
Re: Factorio TidBits - Help for New Players
Trains. Seriously, playing Factorio now for 80+ Hours, I still don't understand most of the trains. What I learned so far is using two locomotives is useful so that it can go in both directions. But I still have no clue what's the difference between the signal and the chain signal or what they actua...
- Wed Mar 02, 2016 8:58 am
- Forum: Gameplay Help
- Topic: Absolut beginner - how to autofill energy?
- Replies: 5
- Views: 4435
Re: Absolut beginner - how to autofill energy?
I'm not sure what exactly you mean.
If you want to automate the fuel filling of drills or furnaces, all you need is an inserter and a source with coal (or other fuel), which could be a chest or a belt.
If you want to automate the fuel filling of drills or furnaces, all you need is an inserter and a source with coal (or other fuel), which could be a chest or a belt.
- Tue Mar 01, 2016 1:40 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 146832
Re: Bugs and problems
It seems to me that a lot of the modded modules have wrong description keys.
Most items there are called "missing key: ....", which is also true for the technologies.
Most items there are called "missing key: ....", which is also true for the technologies.
- Mon Feb 29, 2016 8:53 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111995
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
You don't seem to understand what I'm talking about.
I shouldn't even need another mod for that!
At least it should be noted down in the recommendations that some kind of "automatic tree farming mod" should be installed if you don't want to go insane with this mod at the beginning.
I shouldn't even need another mod for that!
At least it should be noted down in the recommendations that some kind of "automatic tree farming mod" should be installed if you don't want to go insane with this mod at the beginning.
- Mon Feb 29, 2016 5:37 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111995
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
And that Idea is ok, but don't just add wood to [b[everything[/b] then! That's the main problem I have with that, that nearly everything now needs those basic circuits, which in turn need wood (which doesn't make much sense, but whatever, I can live with that). So you need wood for basically everyth...
- Mon Feb 29, 2016 12:15 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111995
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
Yeah but then it should be added as a Recommendation for that. And Plastics research takes some time and I really don't think that it's a good idea to force the player to chop down wood manually for a long time in the beginning and then have him to rush some research just so he can finally automate ...
- Mon Feb 29, 2016 9:07 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111995
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
Yes, manually.
I want to automate things! That's the whole point of this game!
Can't do that when I have to manually chop down millions of trees. You're already busy enough in this game as is, having to harvest wood the whole time at the beginning is really the worst thing you can add.
I want to automate things! That's the whole point of this game!
Can't do that when I have to manually chop down millions of trees. You're already busy enough in this game as is, having to harvest wood the whole time at the beginning is really the worst thing you can add.
- Mon Feb 29, 2016 7:12 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111995
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
I just recently wanted to start a new game just with bobs mods, but all of them.
Saw that you need a lot of wood for basically everything.
Immediately stopped.
Needing would for even Red Science Pack without giving a method to obtain wood at that stage is the worst idea I have ever seen.
Saw that you need a lot of wood for basically everything.
Immediately stopped.
Needing would for even Red Science Pack without giving a method to obtain wood at that stage is the worst idea I have ever seen.