Search found 99 matches

by Math3vv
Fri Oct 18, 2013 3:37 pm
Forum: Maps and Scenarios
Topic: OVERKILL Chalenge 2.0 [0.7.2]
Replies: 17
Views: 23248

OVERKILL Chalenge 2.0 [0.7.2]

THE OVERKILL CHALENGE 2.0 NEW : ingame shop prices : Shotgun : 11 G Flametrower : 31 G, 10 P Rocked : 31 G, 5 Y Railgun : 41 G, 11 P Machine gun : 6 G Capsules : 6 G, 2 Y Granades : 11 G Robots : 31 G, 15 Y ARMOR MK0 : 11 G, 3 Y ARMOR MK1 : 31 G, 8 Y ARMOR MK2 : 41 G, 21 Y G = green circuit P = adv...
by Math3vv
Fri Oct 18, 2013 1:12 pm
Forum: Releases
Topic: Version 0.7.2
Replies: 8
Views: 15608

Re: Version 0.7.2

NEW version :D , can't wait to find new bugs (i hope to find non).

Good job on the bugfixes !
by Math3vv
Fri Oct 18, 2013 12:57 pm
Forum: Balancing
Topic: [0.7.1] energie shield MK II
Replies: 0
Views: 3814

[0.7.1] energie shield MK II

very simple i think the energie shield MK II sould have more recharge speed then the MK I, so about 8 or 10 instead of 6 (since it IS and sould be an upgrade)

post what you think of it :)
by Math3vv
Thu Oct 17, 2013 2:55 pm
Forum: Ideas and Suggestions
Topic: Equipment that increases inventory size
Replies: 2
Views: 2490

Equipment that increases inventory size

i was thinking about an upgrade for the modular armor, a storage unit (so the player can carry more)
it can be opened when the armor is worn, and when the assigned key is pressed.

let me know what you think, (and if you have other ideas for the modular armor feel free to post)
by Math3vv
Thu Oct 17, 2013 9:12 am
Forum: Show your Creations
Topic: Automated Research Fort
Replies: 7
Views: 12327

Re: Automated Research Fort

dubble wals would be cool indeed but the thing is i have 0 pollution so don't get attacked at all :P
by Math3vv
Wed Oct 16, 2013 9:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.1] Eficency module inside electric furnace bug
Replies: 4
Views: 1424

Re: [0.7.1] Eficency module inside electric furnace bug

I wasn't able to reproduce it with similar setup, but I will try to do exactly the same. i had the same problem, sometimes it got gliched and other times it did nothing i think it can pe re-produced by setting up everything first (all the buildings and modules) and then remove a electricety pole an...
by Math3vv
Wed Oct 16, 2013 3:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.1] Eficency module inside electric furnace bug
Replies: 4
Views: 1424

Re: [0.7.1] Eficency module inside electric furnace bug

bump :
anyone got any idea how to fix this ?
or at least whats wrong...
by Math3vv
Wed Oct 16, 2013 11:46 am
Forum: Show your Creations
Topic: Automated Research Fort
Replies: 7
Views: 12327

Automated Research Fort

I think i finaly have made a very eficient research lab :

Image

let me know what you think of it, or how to improve it

(labs can be extended to the left, supplies come in at the right by train or something else)
by Math3vv
Tue Oct 15, 2013 7:06 pm
Forum: Modding help
Topic: Power Consumption without production?
Replies: 7
Views: 4222

Re: Power Consumption without production?

some machines use power even when not active so if you have for exsample :
15W and it only uses 1,5w (becaus it doesnt do anything) you sould make it use 150 W when active so it uses 15 W inactive
i hope this was usefull
by Math3vv
Mon Oct 14, 2013 11:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.1] Eficency module inside electric furnace bug
Replies: 4
Views: 1424

[0.7.1] Eficency module inside electric furnace bug

if you put 2 eficency modules inside a electric furnace and also put a mining drill on the same electric grid you'll get negative power. http://i.imgur.com/jnlBAEk.png?1 This is all ther is to the electrical network : 4 x acumilator 8 x solar pannel 2 x mining drill (whit 3 x eficency module each) 3...
by Math3vv
Mon Oct 14, 2013 3:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.1]Basic modular armor bug
Replies: 1
Views: 800

[0.7.1]Basic modular armor bug

When i put my "Basic modular armor" in a chest and i try to open the interface of the armor it craches my game
(I tryed it multiple times im sure its the armor that causes it)

hope you guys can fix it
by Math3vv
Sun Oct 13, 2013 9:21 pm
Forum: Releases
Topic: Version 0.7.1
Replies: 44
Views: 36188

Re: Version 0.7.1

ssilk wrote:In some shooters you normally have at "1" the pistols and when you continue to press 1 you select through your pistols. Simple. Everyone understands that!
Ther is a key that cycles trough your guns : "Q" (you can change it to any key in the options)
by Math3vv
Sun Oct 13, 2013 7:46 pm
Forum: News
Topic: Random Ramblings #6
Replies: 4
Views: 10101

Re: Random Ramblings #6

So recently we figured out an interesting fact. There is almost always someone working on Factorio. and all the people who ofcourse play the game and try to find gliches and stuff, and the people who are making mods :P also i would love to see the download numbers after factorio is released on stea...
by Math3vv
Sun Oct 13, 2013 7:04 pm
Forum: General discussion
Topic: what happens if i stop polluting ?
Replies: 9
Views: 10224

Re: what happens if i stop polluting ?

i kinda have the same problem. i researched the car technology and drove it around to explore the map. in the areas were i drove ther still is polution that won't disapear (and its about 2 houre ago since i drove ther (real-time)) maby becaus ther are not alot of trees ther ? i tought pollution woul...
by Math3vv
Sun Oct 13, 2013 6:48 pm
Forum: Off topic
Topic: Other Games
Replies: 4
Views: 11210

Re: Other Games

SpaceChem. http://www.spacechemthegame.com/ Btw: I would LOVE, if planned refining worked a bit like this. Very much easier of course. For example having two sorts of input, which need to be in the right ratio, and heated to the right point. that game is awsome (haven't played it for months tough.....
by Math3vv
Sun Oct 13, 2013 6:05 pm
Forum: Releases
Topic: Version 0.7.1
Replies: 44
Views: 36188

Re: Version 0.7.1

ficolas wrote:I'd prefer 1-0 and 0 for the normal hotbar and shift+1-0 for the toolbelt.
And with 1-0 I mean 1-9 and 0
gamer logic : we all know that 1-0 means 1234567890 :P
by Math3vv
Sun Oct 13, 2013 5:56 pm
Forum: Mods
Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
Replies: 112
Views: 66049

Re: [MOD 0.7.1] Industrio V0.3 - Updated 10/13

Why AdFly ?
Well its a good mod and... just take those 5 sec. to let him know you apriciate his work !

looking forward to future updates :D

Ps : i beleave someone had a download counter on his mod (forgot who) maby use that to ?
by Math3vv
Sun Oct 13, 2013 3:38 pm
Forum: Ideas and Suggestions
Topic: Scrap Cleanup
Replies: 6
Views: 5962

Re: Scrap Cleanup

the "remove scrap buildings" part is a very good idea +1
about the "item giveback" part im not to sure if that is a good idea,
walls for exsample they cost 5 stone brick if you would give 20% back it wouln't feel like a "loss" when you get attacked

still tough +1
by Math3vv
Sun Oct 13, 2013 2:23 pm
Forum: News
Topic: Random Ramblings #5
Replies: 13
Views: 22461

Re: Random Ramblings #5

(i havn't realy played the blueprint mod but) i think little building robots are just awsome, immagine 4 robot moving around SLOWLY placeing buildings here and ther. i think that would be way cooler to have then just a coppy-paste-wait option whit blueprints, or how about blueprints that you can ins...
by Math3vv
Sun Oct 13, 2013 2:16 pm
Forum: Releases
Topic: Version 0.7.1
Replies: 44
Views: 36188

Re: Version 0.7.1

it would be cooltough if you could use "0-6" and "shift 0-6" to use the 2nd toolbar whitout having to press "x"

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