Sir,
Maybe add rubber as a belt ingredient? Possibly add an early but inefficient way to make lubricant and add it as a component to motors?
Thank you for your time.
Search found 18 matches
- Mon Jun 19, 2017 5:17 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 119322
- Sat May 27, 2017 8:24 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 23167
Re: [MOD 0.12.x] Avatars (0.3.1)
Sir,
Actually building a new Bob's/Angel's factory, so I will let you know what I think!
Thank you for your time.
Actually building a new Bob's/Angel's factory, so I will let you know what I think!
Thank you for your time.
- Wed May 24, 2017 4:23 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571532
Re: Development and Discussion
Sir,
Is it alright to suggest adding Sodium as an ingredient in Titanium Sponge?
Thank you for your time.
Is it alright to suggest adding Sodium as an ingredient in Titanium Sponge?
Thank you for your time.
- Tue May 23, 2017 4:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 23167
Re: [MOD 0.12.x] Avatars (0.3.1)
More Altered Recipe Suggestions: 1 x Avatar Torso: 1 x Avatar Internals, 15 x Aluminum Plate (Bob's Plates), 5 x Titanium Plate (Bob's Plates), 10 x Electronic Logic Board (Bob's Electronics), 5 x Electronic Processing Board (Bob's Electronics) 1 x Avatar Internals: 2 x Portable Fusion Reactor MK4 (...
- Tue May 23, 2017 4:20 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 23167
Re: [MOD 0.12.x] Avatars (0.3.1)
And yes, Bob's default changes your circuit requirements to Electronic Logic Boards, but those are the second-highest tier, not highest, which are Electronic Processing Boards.
- Tue May 23, 2017 4:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 23167
Re: [MOD 0.12.x] Avatars (0.3.1)
Sir/Ma'am, My (very rough) suggestions would be something like: New Recipes: 5 x Copper Chloride: 5 x Copper Ore and 200 x Chlorine Gas (Angel's Petrochem) in Chemical Furnace (Bob's Plates) / Steel Chemical Furnace (Bob's Plates) / Electric Chemical Furnace (Bob's Plates) / Electric Multi-Purpose F...
- Tue May 23, 2017 3:30 pm
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 20174
Re: [MOD 0.13] DayNightExtender - longer day/night cycles
Sir/Ma'am,
Got this error on .15.13
Thank you for your time.
Got this error on .15.13
Thank you for your time.
- Tue May 23, 2017 4:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 23167
Re: [MOD 0.12.x] Avatars (0.3.1)
Sir/Ma'am,
I think it would be cool if this mod had Bob's /Angel's integration. Needing Nitonal for parts, Angel's petrochemical stuff for the skin, etc.
Thank you for your time.
I think it would be cool if this mod had Bob's /Angel's integration. Needing Nitonal for parts, Angel's petrochemical stuff for the skin, etc.
Thank you for your time.
- Sat May 13, 2017 2:03 am
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 63435
Re: [0.15.x] Petrochem Plus
Sir,
In that case, though I do not wish to be a bother, might it be possible to get a full list of console commands to reset all of the research affected by this mod?
Thank you for your time.
In that case, though I do not wish to be a bother, might it be possible to get a full list of console commands to reset all of the research affected by this mod?
Thank you for your time.
- Fri May 12, 2017 5:55 pm
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 63435
Re: [0.15.x] Petrochem Plus
Sir,
Just to ask. I know that mods like Angel's and Bob's automatically un-research altered techs, to make sure that new recipes / etc. are added if mod is updated / added during play. Does / will this mod have this feature?
Thank you for your time.
Just to ask. I know that mods like Angel's and Bob's automatically un-research altered techs, to make sure that new recipes / etc. are added if mod is updated / added during play. Does / will this mod have this feature?
Thank you for your time.
- Sat May 06, 2017 6:46 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
- Replies: 19
- Views: 15693
Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
Hoping this mod gets updated to .15 fairly soon.
- Thu May 04, 2017 7:54 pm
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 63435
Re: [0.14.x] Petrochem Plus
Excellent Sir.
- Thu May 04, 2017 5:19 pm
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 63435
Re: [0.14.x] Petrochem Plus
How is it looking, Sir?
- Sat Apr 29, 2017 7:49 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 140168
Re: [MOD 0.14] Alien Biomes
On 0.15.4
- Mon Apr 24, 2017 8:20 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 157658
Re: Friday Facts #187 - Space science & 0.15 graphics
So, am I just horribly missing it, or is there no mention of belt optimization in the release info? No belt optimizations? Please add this as a 0.15.xx update. it has been sorely needed for a long time. may i refer you to https://www.factorio.com/blog/post/fff-176 https://www.reddit.com/r/factorio/...
- Mon Apr 24, 2017 6:26 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 157658
Re: Friday Facts #187 - Space science & 0.15 graphics
So, am I just horribly missing it, or is there no mention of belt optimization in the release info?
- Sat Apr 22, 2017 3:20 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585442
Re: [MOD 0.14] AAI Programmable Vehicles
Maybe even add an option (for some "Angel-like-lite" complexity) to have the clones be directly remote order-able, but the vehicles not, so that, in order to program vehicles, you have to build clones, program them, and have them "operate" the vehicles?
- Sat Apr 22, 2017 3:00 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585442
Re: [MOD 0.14] AAI Programmable Vehicles
Sir,
If you used parts of the Avatar mod.... could you create the ability to build, equip, and deploy an army of clone soldiers?
If you used parts of the Avatar mod.... could you create the ability to build, equip, and deploy an army of clone soldiers?