Search found 59 matches

by MiniMe943
Wed Apr 27, 2016 2:33 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286519

Re: [MOD 0.12.29] Robot Soldiers. 0.1.3 squads hunt!

So, do the battle droids get the same buffs from the bullet damage and speed upgrades, or do the guns have separate models?
by MiniMe943
Sat Apr 23, 2016 8:21 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 18124

Re: [MOD 0.12.x] Belt hoppers 1.0.0

Oh, this looks interesting, but I have a few questions.

Are you planning on adding logistics versions?

How do you fill them? Do you just plop down an inserter like normal?

What's the point of this? Throughput? What kind of setups does this allow?
by MiniMe943
Mon Apr 18, 2016 8:23 pm
Forum: Ideas and Requests For Mods
Topic: [DONE] Belt-Load balancer
Replies: 4
Views: 2633

Re: [Request] Belt-Load balancer

I don't like dealing with belt balancers for my own personal reasons. I think they're ugly, and they leave a couple items on the edge of splitters. So a mod like this would be nice for me. Unfortunately, it completely removes the issue of building balancers for throughput, so I don't think many hard...
by MiniMe943
Tue Apr 12, 2016 3:30 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286519

Re: [MOD 0.12.29] Robot Soldiers. RTS precursor?

Seems very interesting, with some work on the AI, and all the other polish, I can see this mod being a lot of fun.
by MiniMe943
Tue Apr 12, 2016 3:22 pm
Forum: Mods
Topic: [MOD 0.12.30] Combat Units
Replies: 11
Views: 9788

Re: [MOD 0.12.30] Combat Units

Klonan wrote:Adds combat units which you can deploy with a gun or a turret

They act dumb, but live forever (unless killed)

Don't shoot them or they will attack you!
Hm, sounds very interesting, but I'm having a hard time visualizing how this works... Xterminator, do a mod spotlight. :lol:
by MiniMe943
Tue Apr 05, 2016 5:27 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 94005

Re: Bug Reports

0.3.5 is now up, and does not have this game breaking bug any more. As usual, you can download it from the Releases page on Github: https://github.com/Blu3wolf/Treefarm-Lite/releases Cheers for waiting! Fantastisch, keep up the great work. This is one of the first mods I ever downloaded for Factori...
by MiniMe943
Sun Apr 03, 2016 7:53 pm
Forum: Spread the Word
Topic: PhlyDaily has just started playing Factorio
Replies: 0
Views: 1484

PhlyDaily has just started playing Factorio

Looks like PhlyDaily, a pretty decently sized YouTuber known for War Thunder videos, has just picked up Factorio.

https://www.youtube.com/watch?v=xninOvX1pFg
by MiniMe943
Sun Apr 03, 2016 8:25 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 94005

Re: Bug Reports

treefarm_error.png
treefarm_error.png (182.27 KiB) Viewed 7751 times
Getting this error on 12.29 whenever a mature alien tree is automatically selected for deconstruction.

EDIT: Using Treefarm-AC_0.2.3, AlienPlant_0.2.0, and Lite_0.3.1

EDIT, EDIT: Realized I'm using a horribly out of date version of Treefarm, will wait for 0.3.5. :lol:
by MiniMe943
Sat Apr 02, 2016 6:10 pm
Forum: Mods
Topic: [0.13.x] Eternal Blueprints 0.2
Replies: 9
Views: 6067

Re: [0.12.x] Eternal Blueprints 0.1

This seems like a useful mod. I'm surprised no one's done it yet. I can't think of a situation where you'd need a blueprint to stick around weeks and weeks, but 10 minutes to a couple hours, sure. Great work on adding research to it too, I'll be sure to check this mod out more when I get the chance.
by MiniMe943
Sat Apr 02, 2016 12:32 am
Forum: Mods
Topic: [MOD 0.13.x] Additional Oil Refineries
Replies: 8
Views: 12781

Re: [MOD 0.12.x] Additional Oil Refineries

So these are just two additional refineries to process more crude oil faster? Any plans for different graphics, different inputs? Or is it just going to be as is?
by MiniMe943
Thu Mar 31, 2016 4:20 am
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 126207

Re: [0.12.29] Aircraft (1.0.3) New Planes!

Well, seeing as how I have nothing better to do, I may as well work on this. I'm open to suggestions, so get to it peeps! In the meantime, I've released 1.0.4, which does a lot of balancing work and finally adjusts those pesky headlights! (I had to restart the game 126 times to get it where it is n...
by MiniMe943
Thu Mar 31, 2016 4:17 am
Forum: Mods
Topic: [MOD 0.12.x] STRS - Radar Systems
Replies: 24
Views: 33750

Re: [MOD 0.12.x] STRS - Radar Systems

I tried to rotate the radar quicker with a higher footprint, but then the total hight/lenght of the sprite is too big for factorio -.- (the shadows are too long) So... I'm figuring out stuff, here and there *sigh* Also I have trouble to texture my model. Someone practice with blender? I'm hoping yo...
by MiniMe943
Thu Mar 24, 2016 7:07 am
Forum: Mods
Topic: [MOD 0.12.x] Near Inserters v1.0.0
Replies: 14
Views: 16323

Re: [MOD 0.12.x] Near Inserters v1.0.0

orzelek wrote:That behavior with deconstruction is by design. Each of specialized inserters can be made from their inserter type and then reverts back to base type on pickup.
And a good design at that. If I had a nickle for every time I placed a side inserter only to realize it was facing the wrong side.
by MiniMe943
Tue Mar 22, 2016 1:29 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 124327

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

d3phoenix wrote:I've added a remover utility, in case you ever want to remove the mod from your saves, now you can.
Implying that people would want to remove this fantastic mod.
by MiniMe943
Fri Mar 18, 2016 9:44 pm
Forum: Releases
Topic: Version 0.12.27
Replies: 36
Views: 23690

Re: Version 0.12.27

The area of 400X400 tiles is explored when the game starts. How does this compare with the Initial Scan mod? I think this is about on par with the default settings of the Inital Scan mod. I saw this and thought "Oh, that'll make the mod obsolete", but I forgot that the IS mod gives a lot ...
by MiniMe943
Sun Mar 13, 2016 6:04 pm
Forum: Ideas and Suggestions
Topic: Tracer Effects for Ammunition in Factorio
Replies: 7
Views: 3485

Re: Tracer Effects for Ammunition in Factorio

When i understand you correctly you want special tracer bullets to mark enemies for a bonus like additional damage taken by turrets and the player? Not necessarily. Tracer bullets aren't really any different than regular ammunition. They are slightly less effective at piercing armor and have a mild...
by MiniMe943
Sun Mar 13, 2016 5:23 pm
Forum: Ideas and Suggestions
Topic: Tracer Effects for Ammunition in Factorio
Replies: 7
Views: 3485

Re: Tracer Effects for Ammunition in Factorio

When i understand you correctly you want special tracer bullets to mark enemies for a bonus like additional damage taken by turrets and the player? Not necessarily. Tracer bullets aren't really any different than regular ammunition. They are slightly less effective at piercing armor and have a mild...
by MiniMe943
Sun Mar 13, 2016 4:55 pm
Forum: Ideas and Suggestions
Topic: Tracer Effects for Ammunition in Factorio
Replies: 7
Views: 3485

Tracer Effects for Ammunition in Factorio

Exactly what the title says. Watching some gameplay of turrets in action and my opinion is that Factorio would benefit from adding tracer rounds to some of the various ammo types in game. It would give better feedback on how well your guns are working. It wouldn't need to be every bullet either as t...
by MiniMe943
Sat Mar 12, 2016 10:54 am
Forum: General discussion
Topic: Out of the Loop on Starting Conditions for a New Game
Replies: 9
Views: 3786

Re: Out of the Loop on Starting Conditions for a New Game

That's so bizzare, I could've sworn I could remember starting a game before with nothing. Must just be remembering things wrong. IIRC in the early days of multiplayer games --create'd from the command line didn't contain the right control.lua so people were starting without any items in their inven...
by MiniMe943
Sat Mar 12, 2016 10:44 am
Forum: General discussion
Topic: Out of the Loop on Starting Conditions for a New Game
Replies: 9
Views: 3786

Re: Out of the Loop on Starting Conditions for a New Game

Koub wrote:
MiniMe943 wrote:Has the game always given you this from the start?
Just to answer this part, I have always kknown Factorio like that (which was before 0.10.0 came out iirc).
That's so bizzare, I could've sworn I could remember starting a game before with nothing. Must just be remembering things wrong.

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