Search found 90 matches

by Kryzeth
Thu Jul 14, 2016 9:38 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407676

Re: Development and Discussion

Slag and crushed stone can be reformed in any ore. So what byproducts do you mean? .. but yeah i use active chests to bring the excess to my storehouses, they take about 100 bots permanently. To reclarify, I was playing more vanilla (uranium power ores only, no bob ores), so the crushing and sortin...
by Kryzeth
Tue Jul 12, 2016 8:11 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 316998

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.0 - (Formally Bio-Farm)

Concrete: Uses Iron Sticks (Rebarb) and not Iron-Ore .. Rail (Vanilla and Wood): Uses Crushed Stone and not Stone .. Tree Collision box made smaller Ohohoo, I like these updates. This one mod has replaced so many other mods that I've used, it's amazing. Even integrating their recipes together with ...
by Kryzeth
Mon Jul 11, 2016 3:51 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407676

Re: Development and Discussion

About my previous concern... I just got up to the oil point of my playthrough (one without angel refining) and realized that a similar type of overproduction game is played with oil processing, although in oil's case, it seems a bit easier to manage, partly because fluids are just so much easier to ...
by Kryzeth
Sun Jul 10, 2016 5:20 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 316998

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.1.2 - (Formally Bio-Farm)

Cokery seems to have a weird hitbox.. I can walk on top of it near the bottom (head is inside recipe icon), and can't move through parts of the righthand side of it. Inserters also won't place into it from the left, or take from near the bottom, and the righthand side seems to have some invisible ar...
by Kryzeth
Sat Jul 09, 2016 11:36 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 91867

Re: [MOD 0.12.20+] Homeworld

You'll need to find the sand thats actually minable - then sand collector should work. Yeah, I saw you mention this before, and you can't actually place the sand collector over non-resource sand, so I know that wasn't my issue. However, I did go back and test further, and realized that it was actua...
by Kryzeth
Sat Jul 09, 2016 11:07 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
Replies: 56
Views: 63484

Re: [MOD 0.12.x, 0.13.x] Crafted Artifacts

I can see why the ore is disabled by default.. at least without RSO, it spawns EVERYWHERE O_o
Not so rare earth
by Kryzeth
Sat Jul 09, 2016 10:51 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 91867

Re: [MOD 0.12.20+] Homeworld

Mod Incompatibilities: In my current modpack, both RSO and Bob Mining seem to break the sand collector of this mod (causing nothing to be mined when provided power and being over a sand patch). Removing either mod fixes the sand collector. Using RSO and Homeworld by themselves causes the issue. Som...
by Kryzeth
Sat Jul 09, 2016 3:29 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407676

Re: Development and Discussion

...I can see questions have been raised before about how best to go about using angel's refining processes, so I suppose I should ask here as well. Using a few mods, but sticking mostly to vanilla (no bob ores or yuoki industries). (1)So my problem is simply overproduction of one material causing th...
by Kryzeth
Fri Jul 08, 2016 12:22 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 72521

Re: [MOD 0.13.4] Dark Matter Replicators

So, uhh.. the description of these techs may be too long for Factorio 0.13? All of the dark matter techs with small or no descriptions show up relatively properly, but all of the long described ones leave barely any room for the actual tech tree. I don't know if that would be a problem with Factorio...
by Kryzeth
Thu Jul 07, 2016 7:30 pm
Forum: Pending
Topic: [0.13.6] Construction Robots Not Repairing Distant Damage
Replies: 3
Views: 1583

Re: [0.13.6] Construction Robots Not Repairing Distant Damage

Ahh, that could be the issue... So would I have to put repair packs in every roboport, or have an assembling machine feeding a storage/provider chest, in order for every construction robot to have access to a repair pack? A little annoying that robots cant see repair packs inside other roboports... ...
by Kryzeth
Thu Jul 07, 2016 7:21 pm
Forum: Ideas and Suggestions
Topic: Robot follower count
Replies: 5
Views: 5060

Re: Robot follower count

Woaah, that is rather old. Although my issue/suggestion was sliightly different.. considering that now you can see all of the other bonuses like damage and stack size in the drop down menu, but you can't see robot follower count. There's also more of a reason to be able to see the max robot count no...
by Kryzeth
Thu Jul 07, 2016 8:53 am
Forum: Mods
Topic: [MOD 0.12.x] Reverse Factory
Replies: 32
Views: 49484

Re: [MOD 0.12.x] Reverse Factory

In case anybody wanted this, here's an updated version for Factorio 0.13. Literally just changed two lines in the info.json to mark it as a 0.13 mod instead of 0.12. That is a well-coded machine, that it can update so seamlessly. Well, with the exception of the randomly long bar covering the items g...
by Kryzeth
Thu Jul 07, 2016 2:40 am
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 194978

Re: Version 0.13.0

I love building a base besides a coastline for instance. It also has water for the boilers and an extra defence. And I believe there are more original starting areas to think of. I think it would be a great idea when you can choose in your settings what kind of starting area you want: with little l...
by Kryzeth
Thu Jul 07, 2016 1:46 am
Forum: Pending
Topic: [0.13.6] Construction Robots Not Repairing Distant Damage
Replies: 3
Views: 1583

[0.13.6] Construction Robots Not Repairing Distant Damage

Construction robots won't repair things outside of their local roboport green zone, despite them being in the network, and having repair packs available. I don't know if it was like this before 0.13, but it's annoying after a massive construction job, where all of the bots in all roboports (connecte...
by Kryzeth
Thu Jul 07, 2016 1:19 am
Forum: Ideas and Suggestions
Topic: Robot follower count
Replies: 5
Views: 5060

Show Follower Robot Count Bonus

Tl;dr: Show the max amount of follower robots (or additional amount) in the Bonuses menu. Reasoning: So there's an achievement to have 100 robots following you at the same time, and there are 20 upgrades that increase the follower count by differing amounts (first few give +1, then +2, and up to +10...
by Kryzeth
Sat Jul 02, 2016 5:11 am
Forum: Releases
Topic: Version 0.13.2
Replies: 43
Views: 30755

Re: Version 0.13.2

FactorioBot wrote:Moved the copper wire back to the intermidiate category in the recipes.
Single greatest change in the history of everything, even greater than minable rock, landfill, and all of the train updates combined. Incorporates the one and only mod that I ever made and I love it :D
by Kryzeth
Wed Jun 29, 2016 4:59 pm
Forum: Mods
Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Replies: 12
Views: 5054

Re: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0

Well I guess this will be a non-issue when you update to the mod to 0.13, because minable stone! One of my favorite new features, second only to landfill<3
So I retract my complaint. Although... I've never really built grenades.. ah x_x
by Kryzeth
Wed Jun 29, 2016 4:54 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 194978

Re: Version 0.13.0

The new map generatiuon is one of the greatest improvement in 0.13. Dunno why anyone would want 0.12 back for that. Because the new map gen is... odd. I don't care about the dense foresty bits (it's easy to burn it all down mid/late game, with the new flamethrower<3), or the small lakes (because of...
by Kryzeth
Tue Jun 28, 2016 8:24 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 194978

Re: Version 0.13.0

For me, "achievement" is outside the game. Getting the achievements is not related to the gameplay in Factorio. I would do whatever I can to get the achievements. I feel exactly the same way about this. I like playing through the game and making the factory look just the way I like it, ta...
by Kryzeth
Fri Jun 24, 2016 11:50 pm
Forum: Mods
Topic: [MOD 0.12.x] Copper Cable Tab Fix
Replies: 12
Views: 5064

Re: [MOD 0.12.x] Copper Cable Tab Fix

I am actually doing this in a mod im making to organize the crafting menus lol, good to see I'm not the only one that wants this, maybe I'll not make it changeable in the config :P Menu organization is the one thing that bugs me the most, and I'll go out of my way to fix organization in certain mod...

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