Search found 272 matches
- Mon Nov 18, 2019 8:19 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17] Industrial Revolution
I launched my rocket - with satellite *yay* 8-) its definitely a very nice and smooth play... Got some troubles with biters in mid game, but after research of laser and use of titanium ammo in conjunction with the steel walls i managed to protect my home land from the filtihy biter hordes...... And ...
- Sat Nov 16, 2019 11:01 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17] Industrial Revolution
I wanted again say thanks for this mod.....
Now i have some space - and decided not to do the math, but do it street-wise......
Here is my 'how are the ratios'
It seems one need pumps by every orewashing but hey
Now i have some space - and decided not to do the math, but do it street-wise......
Here is my 'how are the ratios'
It seems one need pumps by every orewashing but hey
- Wed Nov 13, 2019 12:56 pm
- Forum: Ideas and Requests For Mods
- Topic: Biter attractors
- Replies: 0
- Views: 700
Biter attractors
Hello, i just wondering myself if there is a mod for biter-attractors…. I know I can attract biters via pollution, eg. place a steam plant feed by coal (or there are some void-burner mods) Also Radars are primary targets for biters (if they come across them) But for now I am thinking about some smok...
- Sat Nov 09, 2019 8:20 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17] Industrial Revolution
yeahDeadlock989 wrote: ↑Sat Nov 09, 2019 12:51 am- A chromed winged Racing Monowheel, faster than any other vehicle that isn't a choo choo.
I now have a reason to prop up my chromage....
Currently fighting biters more..... but still
- Sat Oct 26, 2019 7:41 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17] Industrial Revolution
deleted - how happend this double post
- Sat Oct 26, 2019 7:41 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17] Industrial Revolution
Monowheel is cool. I thought about it. Why this cool vehicle exist only in bronze age but there is no modern versions in next ages. Steel one looks great. I think it fits the bronze age very well .... I am thinking always about this : https://www.wired.com/2014/04/monowheels/ But i would whish for ...
- Sat Oct 26, 2019 6:42 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17] Industrial Revolution
cool man
i find the mono wheel very intriguing, it adds just the right amount of insanity to this mod
is this an early age flame thrower ?
i find the mono wheel very intriguing, it adds just the right amount of insanity to this mod
is this an early age flame thrower ?
- Thu Oct 24, 2019 10:22 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17] Industrial Revolution
With the rarety of diamonds, it'd be cool to have a way to produce synthetic diamonds - maybe with coal and explosives? I also support this point.... I had the same thought and i sincercly hope deadlock finds the fun again to extend this fine mod ....... I only thought of having more of a squeezing...
- Wed Oct 23, 2019 11:12 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Battery charger
Hello deadlock or all which experience for this fine mod and battery charging on the picture is my proposed battery charger at an outpost...... 2019-10-23 12_55_02-Factorio 0.17.jpg high capacity batterys are deliverd outmatical because top station is only related to total batterys in the system. it...
- Wed Oct 23, 2019 7:31 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17] Industrial Revolution
hello, Still have much time fun :D so its me again half way into crom age, pest control is somewhat harder now.... the look of the land : 2019-10-23 08_52_39-Factorio 0.17.jpg low in the middle is staring area and base factory and cooking station for the spaghetti just left from i is my smelter area...
- Sat Oct 19, 2019 12:53 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17] Industrial Revolution
Is it feaseable for this mod to make this without a main-bus or bot-based factory ? Yes. If you did want to build a megabus style base, for metals I don't personally see the point of putting anything apart from ingots on it. But you can do spaghetti or train supply/demand or city blocks or whatever...
- Fri Oct 18, 2019 7:30 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17] Industrial Revolution
i finally braced myself to tackling this mod...
Come to Steel age
natives are under contorl (terminated in the pollution cloud plus a little give or take)
Is it feaseable for this mod to make this without a main-bus or bot-based factory ?
Come to Steel age
natives are under contorl (terminated in the pollution cloud plus a little give or take)
Is it feaseable for this mod to make this without a main-bus or bot-based factory ?
- Mon Sep 30, 2019 9:02 am
- Forum: Ideas and Suggestions
- Topic: Major uranium ore sink
- Replies: 19
- Views: 5831
Re: Major uranium ore sink
So i do a shameless plug... I am currently working on a mod to make Uranium more utlized in terms of play.. https://forums.factorio.com/viewtopic.php?f=190&t=72596 Generall i find the uranium branch of the game just too easy and just only little different from the other ores. When i think of the...
- Tue Sep 17, 2019 3:02 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
The mod provides incinerators, which can void items for you (at a pollution cost). I'd rather re-use stone or stone gravel which already exist than add "stone scrap", just looking at whether there's much benefit to it now. As i don't know the Mod yet ;) i am not aware what exist.... I did...
- Tue Sep 17, 2019 2:44 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363184
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Damn.... i wanted to wait for the next big realise of Factorio to play this mod. Wanted to improve my own small mods but this looks far to good so i need to update Factorio and play this mod.... damn you..... Two points i would suggest (possibilities)..... why not make a void recipe for thinks which...
- Thu Aug 01, 2019 10:13 am
- Forum: Ideas and Suggestions
- Topic: Show table/graph of resources amount in map preview
- Replies: 3
- Views: 923
Re: Show table/graph of resources amount in map preview
Thats indeed true... But in the preview the map is generated so the information is available.... The preview could be also resized or calculate in the background (without showing the extended map) and show the numbers then..... Its just only a sum up of the current generation of the map which could ...
- Wed Jul 31, 2019 5:59 pm
- Forum: Ideas and Suggestions
- Topic: New "Complex" difficulty
- Replies: 12
- Views: 5067
Re: New "Complex" difficulty
i honestly don't know if there is a need for an additional recipe category...
You can mod all recipes to oblivion
You can mod all recipes to oblivion
- Sat Jul 27, 2019 8:34 am
- Forum: Ideas and Suggestions
- Topic: Show table/graph of resources amount in map preview
- Replies: 3
- Views: 923
Show table/graph of resources amount in map preview
TL;DR add a table/graph of resources-amount on map in map preview What ? add a table/graph which shows the resources amount for the current map in preview. differentiation in startarea / mid area / shown preview / infinite Why ? its more clearly for the player and espially the modder if a wanted re...
- Sun Jul 21, 2019 10:36 am
- Forum: Implemented in 2.0
- Topic: Give entity ghosts a shimmer / animation
- Replies: 19
- Views: 4755
Re: Give entity ghosts a shimmer / animation
I don't think that I like the idea of a ghost entities looking like actual blue & white blueprints, but some sort of a simple animation/shimmer seems like it'd be easy to spot. Currently it’s sometimes really hard to recognize blueprints. Especially in forests they are nearly invisible. That’s ...
- Wed Jun 26, 2019 10:06 pm
- Forum: Mods
- Topic: MOD [ 0.17.x] Nuclear science
- Replies: 0
- Views: 700
MOD [ 0.17.x] Nuclear science
Title: Nuclear Science Short Description: Makes the nuclear part of the base game somewhat expensiver Mod State: Experimental / early alpha. Dependencies: Base, Bob's Functions Library mod Downloads: Mod Portal https://mods.factorio.com/mod/Nuclear-science This mod makes the base nuclear part resea...