Search found 337 matches
- Sat Aug 02, 2014 5:26 am
- Forum: Mods
- Topic: McLauncher 0.4.8 (Mod Manager works with v12)
- Replies: 46
- Views: 32212
McLauncher 0.4.8 (Mod Manager works with v12)
Hello! Lets start by saying this, This is not a mod for factorio, But a Launcher. This external program written in java manages profiles for your mods, And allows you to download mods from within it. Features: >Manage multiple profiles which can all have separate mods enabled. >Launch factorio with ...
- Wed Jul 30, 2014 3:24 am
- Forum: Ideas and Requests For Mods
- Topic: Looking for mod ideas
- Replies: 21
- Views: 7847
Re: Looking for mod ideas
My request:
Title?: Bigger spawn map ???
Oh. basically it would be nice to have a larger area around the spawn when you create a new game pre-loaded. I often spend 2 minutes moving around the spawn just to examine the area.
Title?: Bigger spawn map ???
Oh. basically it would be nice to have a larger area around the spawn when you create a new game pre-loaded. I often spend 2 minutes moving around the spawn just to examine the area.
- Sun Jul 27, 2014 10:13 pm
- Forum: Ideas and Suggestions
- Topic: Make roboport available for logistic connecting
- Replies: 6
- Views: 3320
Re: Make roboport available for logistic connecting
I don't really use the slots on the roboports. I see that as a secondary feature for isolated outposts. Bots will pickup repairpacks from storage and provider chests within the network it is connected to. Yes, but i prefer going to point A to B, instead of A > B > C. Maybe middle-click the repair p...
- Sun Jul 27, 2014 10:10 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Smart Inserters
- Replies: 11
- Views: 20029
Re: [MOD 0.10.x] Smart Inserters
I think the names should be Basic smart inserter, and Long-handed smart inserter
- Tue Jun 24, 2014 8:06 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Floors v0.0.2
- Replies: 56
- Views: 51587
Re: [MOD 0.10.x] Floors!
are there any new Ore's? I would love this more towards vanilla.
edit: i cannot pick up or remove the floor o matic thing
edit: i cannot pick up or remove the floor o matic thing
- Tue Jun 24, 2014 5:19 pm
- Forum: Mods
- Topic: [MOD 0.10.1] Company mod: Kassa Industries
- Replies: 19
- Views: 14312
Re: [MOD 0.10.1] Company mod: Kassa Industries
i agree with bobingabout. when i started work on my mod, i didn't know another mod had a "grinder", for example in industrio. They may be the similar, but mine serves a different purpose. at the same time, This mod here may be the same purpose, But its a different implementation. And from ...
- Tue Jun 24, 2014 4:43 pm
- Forum: Show your Creations
- Topic: New Let's Play Series
- Replies: 12
- Views: 6730
Re: New Let's Play Series
Xterm? Hi. Some more info: Holding down mouse button left and running let's you place electric poles automatically Corner transport belts slow down the items Steam engines show the yellow sign until you have something to use electric with You only needed to put coal in the closer two boilers You sho...
- Fri Jun 20, 2014 5:49 pm
- Forum: News
- Topic: Re: Friday Facts #39
- Replies: 38
- Views: 31180
Re: Friday Facts #39
you named it wrong sir!
on front page its named Friday Facts #36 - Digging too deep
should be #39
BUT GATES?
luv youuuu
on front page its named Friday Facts #36 - Digging too deep
should be #39
BUT GATES?
luv youuuu
- Thu Jun 19, 2014 4:12 am
- Forum: Modding help
- Topic: Ordering Recipes + incorrect showing of recipe
- Replies: 7
- Views: 8942
Re: Ordering Recipes + incorrect showing of recipe
I may not be 100% correct, or even correct at all. I had this problem and i noticed when you launched a "new" game, the recipe's were correct. When you change a recipe, i beleive you need to run this command in the console, And especially when you change recipe's from previous versions. So...
- Wed Jun 18, 2014 9:39 pm
- Forum: General discussion
- Topic: GIF Mini Tutorials!
- Replies: 38
- Views: 39825
Re: GIF Mini Tutorials!
Hey, i made a gif too.
I call it.. the useless thing.
I call it.. the useless thing.
- Wed Jun 18, 2014 5:56 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 375878
Re: [0.10.0] Bob's Ore Mod.
No, the author is not updating or working on industrio any more.
I think someone should take over and continue work on it. I haven't tried the mod or know too much about it, but it seems a lot of people still use it and etc.
I think someone should take over and continue work on it. I haven't tried the mod or know too much about it, but it seems a lot of people still use it and etc.
- Wed Jun 18, 2014 5:52 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131877
Re: [0.10.0] RoadWorks
its about time, thanks a lot for this mod
- Sun Jun 08, 2014 5:47 am
- Forum: Ideas and Suggestions
- Topic: My Suggestion For Freeplay Endgame
- Replies: 4
- Views: 3084
Re: My Suggestion For Freeplay Endgame
this appears to be pretty thought out. And honestly, the stages and everything sounds much more entertaining than the current "build this and done" i think the end game is also a very tedious task though. going out and killing spawners and honestly get annoying at times. I normally run out...
- Sun Jun 08, 2014 2:38 am
- Forum: Mods
- Topic: [0.10.0] McConfig - A different factorio
- Replies: 0
- Views: 4301
[0.10.0] McConfig - A different factorio
McConfig Description: McConfig is created for the intent of making the factories larger in size by adding more intermediate products, and changing many many recipe's. I want to make the game harder. But i also want to make trains more valuable. This is a work in progress mod, any and all feedback i...
- Sat Jun 07, 2014 5:21 pm
- Forum: General discussion
- Topic: wow that train nerf. (stack size changes)
- Replies: 17
- Views: 8064
Re: wow that train nerf. (stack size changes)
i really don't see the problem with the new stack sizes, after a bit of playing with it, you wont notice.
i kind of like it more, laser turrets stack size is 50 now. lol, same with solar panels and etc
i kind of like it more, laser turrets stack size is 50 now. lol, same with solar panels and etc
- Sat Jun 07, 2014 4:01 am
- Forum: General discussion
- Topic: Tried to pick up a full chest...
- Replies: 17
- Views: 7143
Re: Tried to pick up a full chest...
just wow. How long did that take to load?
- Sat Jun 07, 2014 3:59 am
- Forum: Mods
- Topic: [MOD 0.11.x+] Straight Pipes - Easier liquid handling
- Replies: 17
- Views: 17939
Re: [MOD 0.9.x+] Straight Pipes - Easier liquid handling
good job man, i think this will help a lot of the ocd people out there. I have personally wanted to place a straight pipe a couple times when doing some compact pipe stuff
- Sat Jun 07, 2014 2:16 am
- Forum: Pending
- Topic: [0.10.0] game doesn't load (looking for .wav, file is .ogg)
- Replies: 4
- Views: 4250
Re: [0.10.0] game doesn't load (looking for .wav, file is .o
i thin this will help: If you are getting errors, such as .wav you have mods enabled. Every single mod that has a single .wav file needs to be updated, all .wav files were changed to .ogg, It took me a while to fix my mod. go to your factorio/mods folder, and open mod-list.json turn all mods to fals...
- Sat Jun 07, 2014 1:54 am
- Forum: General discussion
- Topic: wow that train nerf. (stack size changes)
- Replies: 17
- Views: 8064
Re: wow that train nerf. (stack size changes)
i find it interesting about the inventory size of the car.
the car is 80 inventory slots, while the cargo wagon having 15. The cargo wagon appears to be roughly 3 times larger than the car. And is meant to transport items. While the car, imo is meant to travel.
the car is 80 inventory slots, while the cargo wagon having 15. The cargo wagon appears to be roughly 3 times larger than the car. And is meant to transport items. While the car, imo is meant to travel.
- Sat Jun 07, 2014 1:26 am
- Forum: Not a bug
- Topic: [0.9.8] Item get stuck on belt in this configuration
- Replies: 5
- Views: 3854
Re: [0.9.8] Item get stuck on belt in this configuration
if you remove that random curve you added, it will fix the problem