Search found 8 matches

by Redoneter
Fri Jan 12, 2018 10:11 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 380187

Re: Friday Facts #225 - Bots versus belts (part 2)

Personally, I think a small nerf to bots (Such as power capacity and charge rate decreased by 25% and 50% respectively, and the maximum cargo size bonus reduced by a bit) and a small decrease in belt costs would be best.
by Redoneter
Fri May 26, 2017 1:12 am
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 69000

Re: [MOD 0.14] AAI Vehicles: Miner

The pollution will be reduced soon, I'm not sure by how yet, maybe -25% to start with. They will also be a little bit more expensive. Modules for miners should be possible. It places an invisible burner miner underneath it so I might be able to clone modules from the inventory into that. Pollution ...
by Redoneter
Sat May 20, 2017 9:00 pm
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 23195

Re: [MOD 0.15.12+] Long Reach Research 0.4.0

Mooncat wrote:Combined the mods and released v0.4.0
Thank you!
by Redoneter
Fri May 19, 2017 6:19 am
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 33337

Re: [0.15] Folks Factorio Fabrications

While I greatly appreciate your Aquarium mod, it does have an issue with Factorio 0.15 as inserters of any kind aren't picking up fish, even with stack inserters boosted to 5+ via research, and I was wondering roughly when you might be attempting to fix said issue as people have posted about this on...
by Redoneter
Thu May 18, 2017 12:36 am
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 23195

Re: [MOD 0.15+] Long Reach/Build/Mine/Pickup/Loot Research

I have thought about this. But I think I will stick with the current approach. Combining the technologies into one mod will require at least one restart of the game if someone don't want any of the technologies and want to turn it off in mod settings, unless he/she edit mod-settings.json directly, ...
by Redoneter
Fri May 12, 2017 10:37 pm
Forum: News
Topic: Friday Facts #190 - The quiet days
Replies: 68
Views: 37635

Re: Friday Facts #190 - The quiet days

Personally, I'm glad for a fairly benign friday facts. You guys deserve the break! Aye, take an extra break every now and then. This is definitely not influenced by a Kit-Kat commercial. Bye, Blue Cube, and thanks for all you great work ! I may not know who are or were Blue Cube, but I will still b...
by Redoneter
Fri Apr 28, 2017 5:19 am
Forum: Ideas and Requests For Mods
Topic: [IDEA] Sciencethrower and/or Research by combat
Replies: 0
Views: 614

[IDEA] Sciencethrower and/or Research by combat

Just putting this out there in case you are someone who doesn't like infinite research, want something to spice up your flamethrower defense, or have a different way of researching and has some skill with modding unlike the mere repairman I am currently. So the slightly outdated (2 months) Liquid Sc...
by Redoneter
Fri Apr 14, 2017 2:48 am
Forum: Mods
Topic: [MOD 0.13] Zythum - Clean crafting UI with ANY mod!
Replies: 8
Views: 5093

Re: [MOD 0.13] Zythum - Clean crafting UI with ANY mod!

I have a shortish list of mods that quite useful but aren't on the list of supported mods so that they may be checked and whatnot. You can also ignore this list if you feel eating pizza and being lazy. Barbed-Wire, Energy Replicators, Extend Vanilla Tech, Magmatic Processors, Power to Liquid, Quarry...

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