Search found 51 matches
- Sun Jun 21, 2015 8:29 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 100690
Re: [UPDATED] Introducing NARMod 3.4
With respect to red mud...I like the idea that i have to do something with it, but I wish the solution was better than to fill up a bunch of containers.... for me this mostly means coming through and deconstructing them every once in a while, which has no consequence because the red mud just vanishe...
- Sun Jun 21, 2015 8:20 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 100690
Re: [UPDATED] Introducing NARMod 3.4
I think something is wrong with the electric furnaces in the alpha? I can't put anything into them and all the recipes are red. EDIT: Okay, after I researched tin / lead, I saw a different set of recipes and I can make solder in it. Can we no long make iron-plates without a fuel burning furnace? If ...
- Fri Jun 19, 2015 12:39 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 100690
Re: [UPDATED] Introducing NARMod 3.4
I love seeing the positive feedback for this mod. I'm still having a lot of fun with version 3.4 and I'm excited to see what the next version will bring. I will miss my current factory, but with so many hours into in already, I might be ready to move on. I initially played on hard mode, but eventual...
- Sat Jun 06, 2015 12:57 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 100690
Re: [UPDATED] Introducing NARMod 3.4
I updated from 3.1 to 3.4. I did not get the inductors recipe and electronics was already researched. I did not get the doping solution and advanced electronics 3 was already researched I did /c game.player.force.technologies['electronics'].researched=false /c game.player.force.technologies['electro...
- Fri Jun 05, 2015 3:13 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 100690
Re: [UPDATED] Introducing NARMod 3.1
Looking forward to it. I am still playing with 3.1, I just cheated in a couple places.
- Thu Jun 04, 2015 5:49 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 100690
Re: [UPDATED] Introducing NARMod 3.1
You can't make basic exoskeleton equipment or personal solar panels in factories because some of the ingredients (the large motors or the solar panels) take more than a whole stack.
- Fri May 29, 2015 3:35 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 100690
Re: [UPDATED] Introducing NARMod 3.1
I am still loving playing with this mod. It does add a lot of complexity, but the reward for a smoothly operating factory is just that much greater. I am playing on peaceful mode, which I don't normally do... but I am glad I did since it lets me focus on making organized improvements to the factory ...
- Mon May 25, 2015 1:52 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 100690
Re: [UPDATED] Introducing NARMod 3.1
Not sure where to report bugs but, in the new version, capacitors require glass plates, which is unlocked by chemical processing 3, which requires green download backs to unlock, but you can't produce the packs without capacitors.
- Sun May 24, 2015 3:46 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 100690
Re: [UPDATED] Introducing NARMod 3.1
This is a good mod and people should try it out.
- Sun Jan 18, 2015 4:51 pm
- Forum: General discussion
- Topic: How do YOU fight biter nests?
- Replies: 21
- Views: 17444
Re: How do YOU fight biter nests?
I don't build the destroyer capsules... I like to use the distractor ones (which are good enough) + an upgraded shotgun. I try and use the capsules to attack the aliens and as, best as possible, go for the nest and worms first, but to keep from getting overwhelmed sometimes you need to clear the ene...
- Wed Jan 14, 2015 7:54 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 549599
Re: Let's see your clever builds
Here is my arrangement for 20 steam engines, about 10 MW. I used a spiral design to fit things nice and tight, and I added a couple of extra pipes to make room for power lines. The water lines for each side are separate.