Search found 25 matches
- Mon Oct 21, 2024 11:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.7] Quallity Modules In Fluid only Chem plants.
- Replies: 2
- Views: 1031
[Rseding91] [2.0.7] Quallity Modules In Fluid only Chem plants.
What did i do: I tried to put quality modules into a chemical plant for oil cracking. What Happened: It accepted them just fine and boosted the machines quality. What did i expect to happen: "Quality modules cannot be used in this recipe" similarly to how "Productivity modules can onl...
- Sun Feb 14, 2021 10:55 pm
- Forum: Questions, reviews and ratings
- Topic: Any mods like that old "this tank stops for NOBODY!"
- Replies: 3
- Views: 1830
Re: Any mods like that old "this tank stops for NOBODY!"
I want a mod that lets me use a tank or car or train or something and I am stuck in it forever and I can build my factory in the tank and I put the tank near ores and it automines :D Maybe interesting for you: https://mods.factorio.com/mod/warptorio2 i remember trying that. it was interesting
- Sun May 24, 2020 8:04 pm
- Forum: Questions, reviews and ratings
- Topic: Any mods like that old "this tank stops for NOBODY!"
- Replies: 3
- Views: 1830
Any mods like that old "this tank stops for NOBODY!"
I want a mod that lets me use a tank or car or train
or something and I am stuck in it forever
and I can build my factory in the tank and I put the tank near ores and it automines
or something and I am stuck in it forever
and I can build my factory in the tank and I put the tank near ores and it automines
- Sun Dec 08, 2019 8:11 pm
- Forum: Bob's mods
- Topic: Is a pure modular logistics system viable?
- Replies: 25
- Views: 10005
Re: Is a pure modular logistics system viable?
I have a Idea.. Make the robot chests recharge VERY slowly or just need a recharge port to craft and are equal to one recharge port.. You can't not have a charging port. Making the charging rate even slower would actually make the situation worse, a faster one would be better. To the game, a Robopo...
- Tue Dec 03, 2019 5:06 pm
- Forum: Bob's mods
- Topic: Is a pure modular logistics system viable?
- Replies: 25
- Views: 10005
Re: Is a pure modular logistics system viable?
I have a Idea.. Make the robot chests recharge VERY slowly or just need a recharge port to craft and are equal to one recharge port.. You can't not have a charging port. Making the charging rate even slower would actually make the situation worse, a faster one would be better. To the game, a Robopo...
- Fri Oct 25, 2019 3:18 pm
- Forum: Bob's mods
- Topic: Is a pure modular logistics system viable?
- Replies: 25
- Views: 10005
Re: Is a pure modular logistics system viable?
1) Why do robochest have a charging port at all? see point 1. The problem with charging at the robochest is if they make it to the robochest and their charge level is below the minimum dock level, they WILL charge at the robochest. Before a recent update, if there was no chargepad on the robochest,...
- Mon Jun 03, 2019 4:49 pm
- Forum: Not a bug
- Topic: [16.15] Arty turrets seem to cause huge performance hit.
- Replies: 12
- Views: 4059
Re: [16.15] Arty turrets seem to cause huge performance hit.
I'll take a look at the chuncks later, biters seem quite idle to me. So does the atry trigger agro just by being present? or is it still from shooting nests way back and biters can't find a way to get to it. someone may have already said this but no only attacking biters with arty will make them at...
- Wed May 22, 2019 1:03 pm
- Forum: Not a bug
- Topic: [16.15] Arty turrets seem to cause huge performance hit.
- Replies: 12
- Views: 4059
Re: [16.15] Arty turrets seem to cause huge performance hit.
I'll take a look at the chuncks later, biters seem quite idle to me. So does the atry trigger agro just by being present? or is it still from shooting nests way back and biters can't find a way to get to it. someone may have already said this but no only attacking biters with arty will make them at...
- Sat May 04, 2019 10:18 pm
- Forum: Ideas and Requests For Mods
- Topic: Inverted World
- Replies: 7
- Views: 3142
- Sat May 04, 2019 8:53 pm
- Forum: Ideas and Requests For Mods
- Topic: Ores ideas
- Replies: 16
- Views: 5290
Re: Ores ideas
how about adding raritanium (from ratchet and clank) used to make mk2 or mk3 or mk4 level items a new machine is needed to use it..
the gadgetron vender the ore spawns in VERY small patchs containing 3 to 10 per ore tile and only having 2-3 per patch
the gadgetron vender the ore spawns in VERY small patchs containing 3 to 10 per ore tile and only having 2-3 per patch
- Fri May 03, 2019 7:02 pm
- Forum: Ideas and Requests For Mods
- Topic: dual gun turrets
- Replies: 0
- Views: 816
dual gun turrets
my idea is to make a double turret we can do it I think by making either 2 entitys when you place it down or doubling shot speed... also I want a 20% damage bonus so it can be cooler also I want mega ammo... made with uranium 235 with 15 physical damage? and 8 radioactive.. (new damage type maybe or...
- Wed Mar 27, 2019 1:26 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 123730
Re: Friday Facts #120 - Spidertron
has spidertron been scrapped or is it still a thing maybe?
- Wed Mar 06, 2019 4:16 pm
- Forum: Outdated/Not implemented
- Topic: -
- Replies: 34
- Views: 13976
Re: [0.17.2] Tutorial seems very difficult
That is an interesting way to look at it. But I do not doubt that I can beat the campaign or tutorial, and that was not my point. Not suggesting it was. I just wrote that light novel as a sort of train-of-thought while things were occurring to me. A new player getting into the same situations I got...
- Tue Mar 05, 2019 9:02 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 73758
Re: Friday Facts #284 - 0.17 experimental
this isn't about the campain but I love the new worms! there so fun and while its.. harder? sorta I love it! maybe you can change the scenario into smaller chuncks I know that its nice the way it is but I think its a bit huge...
- Tue Mar 05, 2019 9:00 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 73758
Re: Friday Facts #284 - 0.17 experimental
I'll try it again, but eh, given that is apperently working as intended.... How the frak are you supposed to survive that? Minimal goal attainment. Don't build much more than you need. And use your awareness of upcoming attacks to plan ahead. Time is a resource, take some, use it. I've seen other p...
- Wed Feb 13, 2019 9:22 pm
- Forum: Off topic
- Topic: Making memes about Factorio.
- Replies: 48
- Views: 55496
Re: Factorio Memes!
lol that's funny
10/10 would shoot again
- Sun Jan 06, 2019 8:52 pm
- Forum: Maps and Scenarios
- Topic: Need feedback for a town/city defense from aliens im making!
- Replies: 1
- Views: 2975
Re: Need feedback for a town/city defense from aliens im making!
+1 I think it would be nice idk what it will be but maybe its the new redmew
- Fri Jan 04, 2019 4:04 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 81
- Views: 38666
Re: Shotgun is embarrassingly bad right now
Clearly the shotgun suffers from being an okay weapon in a sea of great weapons. Some options: - Nerf the other weapons. Makes the shotgun great but nerfs always make people mad - buff the shotgun. Stronger pellets are cool but I'd like to see explosive pellets. Because reasons. - merge research. M...
- Thu Dec 27, 2018 7:20 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 86312
Re: [MOD 0.15.x] Mining Space Industries
Error while running event mining-space- industries::on_tick (ID 0) _ _Mining-space- industries_ _/control.lua:2129: attempt to index field '?' (a nil value) I got this once we needed to repair wheatly Hi Is your mod updated ? What happened with the shipwreck where you found Glados first ? Is it the...
- Thu Dec 27, 2018 7:18 pm
- Forum: Maps and Scenarios
- Topic: Forgotten Factory - HARD -
- Replies: 1
- Views: 7212
Re: Forgotten Factory - HARD -
hmm ok maybe make a easyer? mode but biters are stronger there