Search found 59 matches
- 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?
- 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?
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?
- 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...
- 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.
- 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
Hm, sounds very interesting, but I'm having a hard time visualizing how this works... Xterminator, do a mod spotlight.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!
- 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...
- 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
https://www.youtube.com/watch?v=xninOvX1pFg
- Sun Apr 03, 2016 8:25 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 94005
Re: Bug Reports
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.
- 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.
- 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?
- 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...
- 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...
- 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
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.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.
- 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!
Implying that people would want to remove this fantastic mod.d3phoenix wrote:I've added a remover utility, in case you ever want to remove the mod from your saves, now you can.
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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
That's so bizzare, I could've sworn I could remember starting a game before with nothing. Must just be remembering things wrong.Koub wrote:Just to answer this part, I have always kknown Factorio like that (which was before 0.10.0 came out iirc).MiniMe943 wrote:Has the game always given you this from the start?