Search found 227 matches
- Mon Oct 09, 2017 1:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.35] Mod error didn't trigger minimal mode
- Replies: 17
- Views: 4317
Re: [Mod 0.15.33] DrugLab
Help! I've downloaded this mod, but it errors, saying that it cannot path to the graphics file for the advanced furnace fire, preventing me from loading the game, and deleting the mod, fully rendering Factorio unplayable for me. :( Any help? I would also be very interested in version number for the...
- Thu Oct 05, 2017 5:54 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 93071
Re: [Mod 0.15.33] DrugLab
Submittet to the mod portal.
https://mods.factorio.com/mods/Shenpen/druglab
1.1.5 :
Changed the leaf washer for a design made by YoukiTani:
https://www.youtube.com/watch?v=dCDhpc6 ... e=youtu.be
https://mods.factorio.com/mods/Shenpen/druglab
1.1.5 :
Changed the leaf washer for a design made by YoukiTani:
https://www.youtube.com/watch?v=dCDhpc6 ... e=youtu.be
- Sat Jun 24, 2017 4:28 pm
- Forum: News
- Topic: Friday Facts #196 - Back on track
- Replies: 42
- Views: 23159
Re: Friday Facts #196 - Back on track
@Klonan: A few weeks ago I went looking for your very nice modding tutorials on youtube and could not find them on your channel. Have they been pulled permanently and will they be replaced by something else?
- Fri Jun 16, 2017 12:32 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3789
- Views: 1421061
Re: Development and Discussion
Arch666Angel To me to these the question is curious why anodes and cathodes are intermediate products in melting? Is it normal? what still scopes of anodes and cathodes can be? it is similar to nonsense - we see them once in process, and then they vanish, is asked why them to do? just to complicate...
- Fri Jun 09, 2017 9:41 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3789
- Views: 1421061
Re: Development and Discussion
the tool-tip describes it as 'Unknown key: "entity-name.angels-logistic-chest-storage"' when hovering over it in the tech tree. Expected behaviour: The chest has a name. :) Locale: English (en-AU, but I don't think Factorio cares) The "unknown key" message is a sign that there i...
- Wed Jun 07, 2017 4:38 pm
- Forum: Fan Art
- Topic: [Looking for] pictures for website
- Replies: 4
- Views: 3959
Re: [Looking for] pictures for website
This is for a factorio mod...- Fri Jun 02, 2017 2:41 pm
- Forum: Fan Art
- Topic: [Mod 0.15.13] Factorio DrugLab
- Replies: 2
- Views: 4181
[Mod 0.15.13] Factorio DrugLab
Factorio DrugLab mod
- Tue May 30, 2017 4:07 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: DrugLab mod - scaling production
- Replies: 0
- Views: 1429
DrugLab mod - scaling production
DrugLab mod: Getting ready to scale production and putting up some beacons where it is possible:
https://www.twitch.tv/videos/148230424
https://www.twitch.tv/videos/148230424
- Mon May 29, 2017 7:35 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 93071
Re: [Mod 0.15.13] Druglab
Moday facts Woooha! Lot of stuff getting done this week. And closing in on release of public beta. Where to begin? 1. Changed the name to "Druglab" as that seems to be where this is headed. 2. Scrapped all dependencies by setting up a simple chemistry platform. The chemistry module gives y...
- Fri May 26, 2017 7:01 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 93071
Re: [Mod 0.15.13] Druglab
Doing factorio the right way:
Newer version:- Mon May 22, 2017 9:32 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3789
- Views: 1421061
Re: Development and Discussion
Meaning that you find petrochem easier than refining? That's terrifying. :) Petrochem is only difficult because the chemistry is scary because the names are hard to remember and hard to understand. Very few people feel comfy with chemistry at all. But the actual implementation of the production sys...
- Mon May 22, 2017 8:51 am
- Forum: Spread the Word
- Topic: How about using it in the classroom?
- Replies: 15
- Views: 14170
Re: How about using it in the classroom?
That's what I am doing! Ever since discovering Factorio I have been wracking my brain to see how I could fit it into any of my classes. I teach grade 9/10 science, grade 11/12 "football math", and grade 11/12 physics...and i just feel this is a resource that I could *definitely* use but h...
- Mon May 22, 2017 8:39 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3789
- Views: 1421061
Re: Development and Discussion
It would be cool to get rid of the depoendency of refining for petrochem. the only thing I see where they overlap is water and maybe coke/carbon. that could be split of and go into it's own mod. Or the common items could be available in both mods. De-coupling the two mods would make for easy access...
- Mon May 22, 2017 8:33 am
- Forum: Spread the Word
- Topic: New Factorio Lets Plays
- Replies: 1
- Views: 2184
New Factorio Lets Plays
JD-Plays has a series on his Giga base build:
https://www.youtube.com/watch?v=BuEDUpa ... aHQYx7qVaL
https://www.youtube.com/watch?v=BuEDUpa ... aHQYx7qVaL
- Mon May 22, 2017 7:48 am
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 93071
Re: [Mod 0.15.9] Pharma Precursors
Monday facts: Bazoco Implemented a bazoco recipe: Bazoco or bazooka is a simple "halfbaked" version of cocaine that is used mostly by workers in cocaine production. It is based on raw coca-paste, which makes it unwieldy and extremely rare overseas. It does however give "early access&...
- Sun May 21, 2017 2:56 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 93071
Re: [Mod 0.15.9] Pharma Precursors
Coca paste Sometimes called “bazooka,” coca paste is an impure free-base form of cocaine that is smoked. It contains 20-90% cocaine and it is psychoactive. Smokers experience a “rush” or a “spike” similar to the effects of smoking crack or injecting powder cocaine. This is followed by a “high.” Coca...
- Sun May 21, 2017 1:45 am
- Forum: Mods
- Topic: [MOD 0.15.x] Necromant
- Replies: 35
- Views: 17901
Re: [MOD 0.14.x] Necromant
Very interesting!
- Fri May 19, 2017 5:42 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 154287
Re: Friday Facts #191 - Gui improvements
I don't normally comment on the Friday Facts as they are often "over my paygrade" and because I mostly just trust that you know what you are doing. This is different as it covers one of my very few and very small peeves about the gameplay: I find that the quickbar or tool-belt as is, is ut...
- Thu May 18, 2017 6:53 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3789
- Views: 1421061
Re: Development and Discussion
The derp is strong on Arumba/Steejo campaign! I encourage you to watch Arumba rocket per patreon, still derpy but less... Even if its 0.14, not much had changed, at least early game. Nilaus´ different campaigns are quite good if you want competent playthroughs of BobsAngels. Nilaus is actually a pr...
- Mon May 15, 2017 7:40 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 93071
Re: [Mod 0.15.9] Pharma Precursors
Monday facts: Over the weekend I have adapted everything to .15 standards and implemented a few new recipes and the "oil agitator", which is used do a few oil-related products (kerosine, napalm, palmitic acid). The napalm was not really any planned part of the mod, but when you have both ...