Search found 454 matches

by foodfactorio
Thu Aug 30, 2018 3:13 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 603338

Re: pY Coal Processing - Discussion

pyanodon wrote:Im.not a big fan of fluor based compounds.
how about Flour-based compounds? :)
https://mods.factorio.com/mod/cook
https://mods.factorio.com/mod/FoodIndustry

i might call a multi mod game "AngelBobYouCookiPy" :D
by foodfactorio
Thu Aug 30, 2018 2:35 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 318728

Re: MOD [ 0.16.x] Bio-Industries 2.6.6

i think nexella is a him, and bilka is a her, but not sure as the avatar shows 2 people :) (edit i was wrong) :) Its good that u told to pyanodon There 2 authors of pu suite - Nexela nad pyandon as i know pyanodon is graphics designer Nexela is writing the code so u may be u can ask him (her i donno...
by foodfactorio
Thu Aug 30, 2018 2:23 am
Forum: News
Topic: Factorio T-shirts store now open
Replies: 86
Views: 72143

Re: Factorio T-shirts store now open

hi, on the store page it says A is half chest, and B is length, but does this mean A is on the first row, and B is the 2nd row? it seems that way logically, but maybe someone could add a quick (row letter) to the store page for that table as it might help make it a little bit clearer? https://forums...
by foodfactorio
Thu Aug 30, 2018 2:00 am
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 44489

Re: Friday Facts #252 - Sound design & Map editor

hi i like the sound and map editor ideas. for the map editor: i think allowing the player to do unrestricted things, is the way to go, and it will be really cool to be able to pause the game, draw a little ore patch "in a live game" and un-pause :) (even without pausing the game) personall...
by foodfactorio
Thu Aug 30, 2018 1:06 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 93068

Re: [0.16] Space Extension Mod (SpaceX)

common sense does prevail :) (was that for me though)? :)
by foodfactorio
Sun Aug 19, 2018 12:48 am
Forum: Ideas and Suggestions
Topic: Find, Collapse and Expand buttons on Mod Settings GUI
Replies: 22
Views: 5976

Re: Find, Collapse and Expand buttons on Mod Settings GUI

thanks too for feedback on the "Find" feature, i wasnt sure if it was overlooked back when i posted the ideas, as it was the first part of the idea, and the page got longer and longer :)
by foodfactorio
Sat Aug 18, 2018 11:45 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 93068

Re: [0.15] Space Extension Mod (SpaceX)

Prehaps some reward for launching all parts? I was messing around with it on my creative world, (Great mod, btw) But was kinda dissapointed to get only a congrats for what would be hours upon hours of work on a survival world. Don't know what the reward might be, but would be nice. Are you after so...
by foodfactorio
Sat Aug 18, 2018 11:43 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 93068

Re: [0.15] Space Extension Mod (SpaceX)

Sandman2003 wrote: Having to get stuff from biters is NOT part of the mods requirements anymore. You should address this issue to the author of the Necromant mod.
ok thanks sandman, ill check again and if still an issue i can check with necromant modder..
by foodfactorio
Wed Aug 15, 2018 7:08 am
Forum: Frequently Suggested / Link Collections
Topic: Suggestion around Game-Internal Mods-Handling/Mods-Management
Replies: 8
Views: 7702

Re: Suggestion around Game-Internal Mods-Handling/Mods-Management

hi, is there a way to select multiple mods from the installed mod list, and to only toggle those ones?

for example, if we have 20 mods, do we need to Disable All / Enable All
or can we enable all, and then shift or control click to select say 5 of them, to disable the five?
by foodfactorio
Wed Aug 15, 2018 6:49 am
Forum: Ideas and Suggestions
Topic: Find, Collapse and Expand buttons on Mod Settings GUI
Replies: 22
Views: 5976

Re: Find, Collapse and Expand buttons on Mod Settings GUI

what did you think of the "Find" search feature of this request? is that something that is still possible, now that mod settings is a .dat file if Find can be implemented on mod settings pages, just like it is present on some other gui screens, i think it would be really helpful, even if n...
by foodfactorio
Wed Aug 15, 2018 6:25 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 375461

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

info from mexmer here that IF playing with angels Refining, Stone Patches are removed.
viewtopic.php?f=185&t=25468&p=375806#p375806
by foodfactorio
Wed Aug 15, 2018 6:23 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1248824

Re: Bugs & FAQ

Whne you playing with angel ores, you don't get stone patches, stone is byproduct from crushing ore, so you have plenty of that. you can also make stone from slag (which you will have plenty at begining too). thanks for the confirmation mexmer i added pyMods to the Angel-Bob-Yuoki and only have a t...
by foodfactorio
Wed Aug 15, 2018 5:39 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 375461

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

hi i just made a post on angels bug and development page here:
viewtopic.php?f=185&t=25468&p=375802#p375802

including a picture of the Resource Settings: showing no options for stone patches
do you see Stone if you look at your similar screen for settings?
by foodfactorio
Wed Aug 15, 2018 5:30 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1248824

Re: Bugs & FAQ

hi angel, can i check if your mods are meant to completely remove Stone Ore Patches by design? i am having no stone at all when i play with angels refining, and no Resource Settings showing Stone at all. i recently upgraded Factorio from v0.16.31 to v0.16.51 and while the upgrade seemed to be ok, i ...
by foodfactorio
Wed Aug 15, 2018 5:21 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 375461

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

I'm having an issue with bobs ore mods where stone does not generate in the starting zone. Is there an alternate way to get stone or do I need to fix a setting to get stone. I have all the ores turned on. hi, are you also using Angels Refining? i recently upgraded Factorio from v0.16.31 to v0.16.51...
by foodfactorio
Fri Mar 09, 2018 6:11 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3787
Views: 1418428

Re: Development and Discussion

hi mrvn, sometimes a tank can help with fluid dynamics. if you see my screenshot here: https://forums.factorio.com/viewtopic.php?f=97&t=57113#p338706 a washer making Clay, would not work properly until i placed small tank to the left of the Hydroplant. (the washer just to the left and above the ...
by foodfactorio
Fri Mar 09, 2018 5:49 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1248824

Re: Bugs & FAQ

hi i tried that issue you mentioned with the farm, and i did not notice any glitching here with angelsbioprocessing_0.5.4.zip. The only thing i saw was that the ending animation sometimes starts a few frames earlier (but that was probably due to also using a Time Buttons mod). it could be an issue o...
by foodfactorio
Fri Mar 09, 2018 5:28 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3787
Views: 1418428

Re: Development and Discussion

Frost wrote:Some trimming of the fat is in order.
careful what you wish for....

we might get a petrochem chain for turning fats into oils, into gas oil and lube :)
by foodfactorio
Fri Mar 09, 2018 5:17 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3787
Views: 1418428

Re: Development and Discussion

i've noticed a similar thing with glass. hi credomane, as far as i can tell, the main advances in glass (from the "Glass Mixture" technologies), are that the main benefit seems to be a reduction in basic "silicon" ore as the research advances, (because some is substituted overal...
by foodfactorio
Fri Mar 09, 2018 5:04 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1248824

Re: Bugs & FAQ

hi Jackalope_Gaming, maybe the simplest thing could just be to let the Crystal Rocks just drop and give one of each geode at the time of mining, without any recipes then :) initially i was suggesting just 1 new item, (plus recipe to process it), so that the player doesnt have to use up multiple inve...

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