Search found 272 matches

by nosports
Sun Jan 12, 2020 9:27 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 271497

Re: [0.17+] Space Exploration WIP

thanks for the answer - in the meanwhile i did played with.... were some changes but not much of it....

Never thought of using steel barrels as a source for steel - but yes.
But still i would found it more fitting to use the existing tank from the rockets instead of barrels....
by nosports
Tue Jan 07, 2020 10:13 pm
Forum: Gameplay Help
Topic: Constant combinator use/setting
Replies: 3
Views: 1334

Re: Constant combinator use/setting

But for now i need to set every included item by hand to the constant combinator Const combinator have got no "capacity" like chest or assembler, so yea, first time by hand, then just copy paste the combinator. But it will be very tedious when you want to setup all assembers and machines ...
by nosports
Tue Jan 07, 2020 5:40 pm
Forum: Gameplay Help
Topic: Constant combinator use/setting
Replies: 3
Views: 1334

Constant combinator use/setting

Hello all, as i am setting up a loadings tation for the cargorocket in Space Exploration which i later want to use for train loading station, i come across two missing thinks for the constant combinator.... Firstly i was not able to name or label the constant combinator (only work around was putting...
by nosports
Mon Jan 06, 2020 5:55 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 271497

Re: [0.17+] Space Exploration WIP

So now i visited the orbiting platform udn set up the research..... So there are some questions.... except the space assembler und manufacturer all assemblers and such are only made in the maufacturer... There is the question are theses additional assemblers placeable only in space ? How do then do ...
by nosports
Sat Jan 04, 2020 5:36 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363304

Re: [MOD 0.17] Industrial Revolution

How does the clockwork punkbot work? I put a bronze roboport equipment in my heavy armor and I built a clockwork punkbot, but I can't figure out how to make the robot do anything. I've used blueprints to mark items for construction and I've used the deconstruction planner to mark items for removal,...
by nosports
Thu Jan 02, 2020 2:21 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363304

Re: [MOD 0.17] Industrial Revolution

how do you manage the ore washing process ? if i connect the freshwater to the washers , the tiny 25k fluid storage got an dirty water overflow and if i try to use the recycled fresh water and run out of dirty water. the only solution i got so far is a modded storagetank with 450k capacity to deal ...
by nosports
Thu Jan 02, 2020 12:06 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 271497

Re: [0.17+] Space Exploration WIP

So i thinking about playing Space exploration....

But i have a map with significant progress (even made around 100K SpaceScience) plus some ohter mods (part QOL some changes) and i want to ask is it possible (advised) to make this mod atop or is it better to start a whole new map from scratch ??
by nosports
Wed Jan 01, 2020 8:15 pm
Forum: Mods
Topic: [Mod 0.17] Carbon fiber
Replies: 0
Views: 512

[Mod 0.17] Carbon fiber

Title: Carbon fiber Short Description: use Carbon fiber in LDS Mod State: working Dependencies: Base, (Industrial Revoulution) Downloads: Mod Portal https://mods.factorio.com/mod/carbon-fiber I find the usage of copper in the recipe for a light weight structure somewhat dubious, so i have changed th...
by nosports
Sun Dec 22, 2019 2:51 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363304

Re: [MOD 0.17] Industrial Revolution

Hello, Deadlock it seems that i can't PM you - so now here .... (if you don't consent with this - tell me i will delete it ) i wanted to say again thanks for the fine mod. I find it very good that you made the LDS with an Carbon fiber part But I feel its too short as in the base, so I made carbon fi...
by nosports
Wed Dec 18, 2019 11:00 pm
Forum: Ideas and Requests For Mods
Topic: Delivery drones mod
Replies: 10
Views: 3523

Re: Delivery drones mod

"The question is, what specific problem does the mod solve?" : It solves the problem of flying bots being too boring.. now you will need to make proper roads... in similar way like rails "What niche would it have in the factory?" : It will create its own niche of needing to take...
by nosports
Wed Dec 18, 2019 8:33 pm
Forum: Ideas and Requests For Mods
Topic: Delivery drones mod
Replies: 10
Views: 3523

Re: Delivery drones mod

Albeit i would love to see the miningdrones as compilitrons ...

there is this logistic cart mod which may fit your needs....
https://mods.factorio.com/mod/logicarts
by nosports
Thu Dec 12, 2019 1:31 pm
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4162

Re: Let anything use guns = {} attribute

@nosports NOT THE BEEEEEEEEEES (it can be a script event, on entity died-> wastree). You could have tree-turrets if you really wanted, some fields are necessary but you could probably populate them with nothing useful. Throw wasps or rocks at people. If a tree falls in the forest, every other tree ...
by nosports
Thu Dec 12, 2019 11:45 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4162

Re: Let anything use guns = {} attribute

@nosports I'd try out a mod which randomized nearly everything with other-things. The map would probably quickly empty as everything killed each-other... find a way to make it fun and you have a mod I thought of (some) trees having secretly a gun & sufficient amuniton. May be a special gun/amun...
by nosports
Thu Dec 12, 2019 11:38 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4162

Re: Let anything use guns = {} attribute

------------------------------------------------------ To better illustrate the problem, feel free to load up a fresh, brand new save and run this code using the console, and you might yet understand why i'm saying this is an insane idea /c script.on_event(defines.events.on_tick,function() for k,tr...
by nosports
Tue Dec 10, 2019 8:16 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 89057

Re: [MOD 0.15] Robot Mining Site 0.6.3

Hello,

i wanted to try out this mod, but it gives me an error....
I have 0.17.79 & latest mod download

anyone expierencing the same ?
by nosports
Mon Dec 09, 2019 8:01 am
Forum: Questions, reviews and ratings
Topic: Tame Biters for an army
Replies: 3
Views: 1682

Tame Biters for an army

Hello, i am currently assembling a mod list for my next playthrough… So I want also tame (some) biters and grow me an army….. I think this is possible with mods, but I just don’t find it anymore (if I remember right) Just like tamed biters instead of robot army So I wanted to ask is there a mod enab...
by nosports
Wed Nov 27, 2019 12:34 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363304

Re: [MOD 0.17] Industrial Revolution

So hello, i am not in space age and therefore i don't know if i need this cormium pile of mine (currently reaching 3000k) My suggestions : As for the Titanium i would add an additional titanium wall and weaken the steel wall a little bit for the Titanium..... If the crom surges will appear how about...
by nosports
Mon Nov 25, 2019 7:42 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363304

Sensor recipe

Hello Deadlock,

i have noticed that sensor-recipe is also changed (copper wire -> copper plate) is this intentional ?
If so i need to fix my spaghetti to accomodate this new flavor :P
by nosports
Sun Nov 24, 2019 5:36 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363304

Re: [MOD 0.17] Industrial Revolution

I may have seen a glitch...

when using the upgrade-planer the icons of the logistic depots are still the icons of the steel depot....

Btw: i find the steel depot somewhat dark of color
by nosports
Mon Nov 18, 2019 10:43 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363304

Re: [MOD 0.17] Industrial Revolution

As for uranium i don't have used them in my play but i would change the needed material from titanium to steel, because i don't get why titanium is used because use of depleted uranium is just the weight for more impact damage, and then conteracting this with use of lighter material. so now going o...

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