Search found 34 matches
- Thu May 04, 2017 6:31 am
- Forum: Mods
- Topic: [MOD 0.14] Walls Block Spitters
- Replies: 17
- Views: 9131
Re: [MOD 0.14] Walls Block Spitters
the changes that Rampant AI makes to the spitter blasts (to make them non-tracking) causes them to bypass WBS. I don't know if this is something that can be fixed from your end, but it is a bit of a pain, as that is one of the nice things about Rampant, ie being able to dodge spitter shots
- Thu Apr 20, 2017 10:07 pm
- Forum: Fan Art
- Topic: The factorio docs
- Replies: 7
- Views: 8198
Re: The factorio docs
this is great fun! documenting things like the electric furnace or the Modules is going to be ... Interesting, to say the least
- Sun Mar 05, 2017 10:32 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 211816
Re: ModMyFactory - mod manager and more
why does it have to move mods? what the hell does it do to the factorio Appdata folder? why can't I import existing mod selections via drag and drop mod-list.json files? where the hell do my unpacked mod configs go?
- Sat Feb 25, 2017 5:01 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 542206
Re: [MOD 0.14] AAI Programmable Vehicles
so I just rolled up (with the help of the Discord THANKS GUYS - Swan most especially) a Raster Scanner, suitable for a zone scanner - http://i.imgur.com/uB9NER2.png Constant Combinator R sets the range in total span, range is halved across world origin. You can easily add offsets to your X,Y outputs...
- Fri Feb 17, 2017 2:27 am
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19624
Re: [MOD 0.13.x] Advanced Personal Defense
is it known (or deliberate) that it doesn't load ammo when placed into a vehicle grid? I'm using both VehicleGrids and AAI programmable vehicles and it never pulls ammo from the vehicle trunk inventory to charge up
- Thu Feb 16, 2017 6:59 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 112759
Re: [0.14] Reactors & Atomic Locomotives
Peak Load turbines - they have a lower priority than the blue "base load", so they aren't requested from by the power system until all other power sources have been exhaustedtommygunner70 wrote:now that is a damn nice set up *copies* BTW: Whats the difference between the green and blue steam engines?
- Sat Feb 11, 2017 3:56 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Signals
- Replies: 11
- Views: 10664
Re: [MOD 0.14] AAI Signals
Is there a way to access these signals? or are they Writable with no other AAI mods active?
- Fri Feb 10, 2017 8:43 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43932
Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
does anybody know another place to contact OP? This has some good content, the walls most desirably
- Thu Feb 09, 2017 9:29 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 93129
Re: [0.14.x] Space Extension Mod (SpaceX)
This really stretches out the endgame, and I appreciate that. But it might be even more encouraging to play it if the various researches or structures launched granted a more tangible benefit to groundside gameplay - say, exotic weapons, specialised armor modules, advanced buildings modules?
- Sat May 21, 2016 3:21 am
- Forum: Mods
- Topic: [MOD 0.12.x] Electric boiler
- Replies: 23
- Views: 48727
Re: [MOD 0.12.x] Electric boiler
is OP still active? this mod could do with a resurection
- Tue May 17, 2016 8:38 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
- Replies: 168
- Views: 128930
Re: Yuoki Industries - Railways Core 0.0.7 (f0.12.22+)
would it be possible (reasonable?) to get a tech tree integration for YI Trains? it doesn't make sense to have all the train systems available from the start, at least not until you unlock Railways; and it clutters the build menus.
- Mon May 16, 2016 8:43 pm
- Forum: Ideas and Requests For Mods
- Topic: improved geothermal mod
- Replies: 2
- Views: 1277
Re: improved geothermal mod
ok here's what I'm seeing - Look at how the pumpjacks "constrain" their placement to the Seeps, grab that - Look at how the Chemical Plant handles its Fluid Input and Output - KS power Oil Boiler "manufactures" Hot Water instead of Heating Water. you could use that mechanism I do...
- Mon May 16, 2016 8:37 pm
- Forum: Ideas and Requests For Mods
- Topic: Train Expansion
- Replies: 5
- Views: 2907
Re: Train Expansion
yeah but to get 5Dim train stuff you need the core and it has Stuff I don't want. Core mods should only be a library, IMHO, not a featureset (5Dim's is both poorly documented, and poorly illustrated, but as best I can tell the Core adds increased stack sizes, among other things that I don't want to ...
- Sun May 15, 2016 10:39 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 98738
Re: [MOD 0.12.x] Smarter Circuitry
If you go grab "Logic Belts", it adds a few more things not found here that compliment Smarter Circuitry, including both Volume (x10 for nice integers) and Temperature sensor pipes - viewtopic.php?f=91&t=14824