Search found 473 matches

by Illiander42
Tue Jul 16, 2019 6:31 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55700

Re: [MOD 0.17] Deadlock's Crating Machine

"More Accurate Player Size Compared to Vehicles" is a mod that does 90% of what squeak through does, as far as I can see. Seems to work by making the player BB smaller. Also, I have a bug when I use version 1.5.0 or later of crating with 0.0.4 or later of Bob's intergrations . Complains it...
by Illiander42
Sun Jul 07, 2019 3:58 pm
Forum: Pending
Topic: [0.17.52] Loading mods stops at 87%
Replies: 4
Views: 994

Re: [0.17.52] Loading mods stops at 87%

Downgraded my version, updated my mods, updated my version and it seems to work again.
by Illiander42
Sun Jun 30, 2019 4:32 pm
Forum: Pending
Topic: [0.17.52] Loading mods stops at 87%
Replies: 4
Views: 994

[0.17.52] Loading mods stops at 87%

When trying to start Factorio, the loading screen stops at 87%. I have a lot of mods installed (and things like Rampant, Bob's Enemies and NE all with their variations turned up), but since I haven't been able to load the game, I haven't been able to trim down the list to find which mod or setting (...
by Illiander42
Sun May 05, 2019 7:35 am
Forum: Bob's mods
Topic: Rails don't need bronze, but are gated behind bronze tech
Replies: 14
Views: 4574

Re: Rails don't need bronze, but are gated behind bronze tech

In pure Bob's it isn't too bad, since gas venting is only a couple of techs away (but storage tanks needs logistic science). In Angel's it is a much bigger annoyance, since venting is behind gas processing (tho you can get the small tanks with just red science they require steel). It changes the ea...
by Illiander42
Thu May 02, 2019 12:59 am
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 30
Views: 35481

Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.12

How does this interact with Bob's Warfare?
by Illiander42
Mon Mar 25, 2019 9:52 pm
Forum: Won't implement
Topic: Allow modification of rail block connections the pathfinder sees
Replies: 6
Views: 2032

Re: Allow modification of rail block connections the pathfinder sees

Rseding91 wrote:
Mon Mar 25, 2019 8:03 pm
I don't see this as ever being feasible with how the train system works.
Train tunnels, or letting modders have access to the rail block tree?
by Illiander42
Mon Mar 25, 2019 2:29 pm
Forum: Won't implement
Topic: Allow modification of rail block connections the pathfinder sees
Replies: 6
Views: 2032

Allow modification of rail block connections the pathfinder sees

This is (primarily) for the Train Tunnels mod.

It would be really useful to be able to tell the train pathfinder that two rail blocks (possibly on different surfaces) are to be treated as though they are connected, even though they're not next to each other.
by Illiander42
Mon Mar 25, 2019 2:16 pm
Forum: General discussion
Topic: Pollution on RIBBON world
Replies: 11
Views: 4808

Re: Pollution on RIBBON world

mrvn wrote:
Mon Mar 11, 2019 12:08 pm
chunks could have a setting for being pollutable. This would allow more flexibility than just checking the map size.
This would be a wonderful thing.
by Illiander42
Mon Mar 04, 2019 1:48 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 542616

Re: [MOD 0.14] AAI Programmable Vehicles

I assume you've seen this mod: https://mods.factorio.com/mod/Total_Automization ?

Looks like it's a showcase for how to do what you do in 0.17.

Eagerly awaiting your release :)
by Illiander42
Fri Mar 01, 2019 12:46 am
Forum: Duplicates
Topic: [0.17.4] Production icon background shadow missing
Replies: 1
Views: 394

[0.17.4] Production icon background shadow missing

Image (https://imgur.com/a/IAayP4z)

Picture says a thousand words. Can you tell what the three assemblers in the middle are making?
by Illiander42
Sat Feb 09, 2019 10:50 am
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 6560

Re: Very few bots are utilized for construction jobs (Modded AB Game)

Are you certain that it's not just your main construction network is "owning" that ghost, and the construction bots are in-flight?
by Illiander42
Mon Jan 28, 2019 1:38 am
Forum: Multiplayer
Topic: Group Looking for possible additions!
Replies: 8
Views: 3699

Re: Group Looking for possible additions!

Timezone info would be useful.
by Illiander42
Mon Jan 28, 2019 12:20 am
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 35908

Re: Did no one else notice massive nerf of tank in 0.17?

So how about a few ideas for technologies that boost the tank other than the damage upgrades? An infinite tech line for tank HP? A tech (and infinite upgrade tech) to give it shields? A tech to let it auto-deploy distractors (or any combat bot) from it's inventory? (And give it it's own follower cou...
by Illiander42
Sun Jan 27, 2019 11:45 pm
Forum: Ideas and Suggestions
Topic: Logistic Science only Technologies
Replies: 3
Views: 1506

Logistic Science only Technologies

Since Science packs 1, 2 and 3 are getting renamed to Automation, Logistic and (I can't remember the last one), and being set up as tiered, it would be cool if there were a few techs that only needed green science, rather than only needing red science. I'm thinking Logistics 1, Automobilism, and Tra...
by Illiander42
Fri Sep 14, 2018 6:15 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 118865

Re: Friday Facts #260 - New fluid system

One suggestion:

Replace "straight pipes" with "pipes with only one or two connections"

Otherwise diagonal pipelines will cost heaps more than straight ones.
by Illiander42
Mon Jul 02, 2018 5:20 pm
Forum: General discussion
Topic: Turret DPS and cost-effectiveness
Replies: 6
Views: 6103

Re: Turret DPS and cost-effectiveness

Are those numbers per shot or per second?
by Illiander42
Fri Jun 29, 2018 7:55 pm
Forum: Mods
Topic: [MOD 0.16] Swarm 1.2.0
Replies: 30
Views: 53572

Re: [MOD 0.16] Swarm 1.2.0

Oh, ok.

I don't actually know which biter types are from what between those three. I just know that the Titans weren't splitting on death and would like them to.
by Illiander42
Fri Jun 29, 2018 6:08 pm
Forum: Mods
Topic: [MOD 0.16] Swarm 1.2.0
Replies: 30
Views: 53572

Re: [MOD 0.16] Swarm 1.2.0

Any chance of getting a compatibility patch for this to work with Rampant, Natural Evolution and Bob's enemies?

My Physical Titan's weren't swarming.
by Illiander42
Tue Jun 19, 2018 9:59 pm
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 18821

Re: Whats your current game goal?

My goal is to program breakout on my combinator computer. Its super "off topic" depending on how you see it but it is quite fun (and hard). At some time i want to try to figure out if i can make an irl program to compile some code into a Blueprint string that fits into the combinator comp...
by Illiander42
Tue Jun 19, 2018 8:49 am
Forum: General discussion
Topic: Has Deathworld some hidden fixed settings regarding enemies?
Replies: 15
Views: 4932

Re: Has Deathworld some hidden fixed settings regarding enemies?

It also, (unless I'm getting my mods confused) has an option to turn up the max biter level. It defaults to 4 (I'd guess it goes small->medium->large->behemoth), and has a max of 10. I have the evolution speed turned down in my current game, because I'm playing angelbob, but I'd guess behemoth++++++...

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