Search found 117 matches

by Darloth
Fri Aug 14, 2015 5:58 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97962

Re: [MOD 0.12.x] Smarter Circuitry

Thankyou!

That said, it doesn't seem to be in the linked zip, and I can't see it in your github repo anywhere. I'm assuming it's going to be its own micromod like the others, or in sensor, but I can't find it.
by Darloth
Fri Aug 14, 2015 1:12 am
Forum: Yuoki Industries
Topic: Concepts + GFX related to Yuoki-Industries MOD
Replies: 54
Views: 51402

Re: Concepts + GFX related to Yuoki-Industries MOD

Doh. I meant GENERATORS... Sorry, that's a terrible slip. It's late here but that's no excuse... I agree, the first tier BOILERS are fine as they are. Regarding the generators, I like their slightly higher efficiency (although they aren't exactly more costly either), but I decided to reduce their fl...
by Darloth
Thu Aug 13, 2015 9:15 pm
Forum: Yuoki Industries
Topic: Concepts + GFX related to Yuoki-Industries MOD
Replies: 54
Views: 51402

Re: Concepts + GFX related to Yuoki-Industries MOD

Hmm... Do you think you could experiment with making the first tier boiler graphics one tile larger in both dimensions please? I could do it myself do it with the sprites themselves, of course, but if you could rerender in that size that would be excellent. I just think they're a bit small. Yes, van...
by Darloth
Thu Aug 13, 2015 6:21 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 112010

Re: [0.11.22/0.12.x][v0.12.1] Bob's Electronics

The bright white square graphics still get at me a little for this. I appreciate the effort you've put into them, and I really like the look of the middle part of the green ones, all of the blue ones, and the overall look of the brown ones (though it seems the components go on top of copper traces i...
by Darloth
Thu Aug 13, 2015 6:15 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97962

Re: [MOD 0.12.x] Smarter Circuitry

Is it possible for you to add a pressure pad, please? Emits a (configurable) signal when an entity is on top of it, otherwise doesn't. Entities would include players, biters and cars... maybe trains? not sure if that's possible. I wouldn't care either way about trains on pressure pads (we have other...
by Darloth
Wed Aug 12, 2015 6:20 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 65003

Re: Picker: A new tool for easily selecting items from inventory

Really useful, I prefer this to the Eyedropper. I do have one small request though: When using bob's electronic mod, or any other mod that makes the start game phase take longer, even getting to the yellow Picker can actually be quite a trial. Could you make the yellow one even cheaper, please? Mayb...
by Darloth
Wed Aug 12, 2015 6:14 pm
Forum: Mods
Topic: [0.12.3+ WIP] Deep Ores
Replies: 21
Views: 16843

Re: [0.12.3+ WIP] Deep Ores

It's working fine as liquid, and they're infinite anyway.
by Darloth
Wed Aug 12, 2015 2:46 am
Forum: Mods
Topic: [MOD 0.12.x] Geothermal Spring Water Mod!
Replies: 32
Views: 32225

Re: [0.12.x] Geothermal Spring Water Mod!

I'm getting the opposite problem - these springs are generated in clusters, quite commonly, and each of them runs 4-5 steam engines.

They're too effective right now, I think :)

edit: Not using RSO, and I turned frequency and size down to small
by Darloth
Tue Aug 11, 2015 11:22 pm
Forum: Mods
Topic: [0.12.3+ WIP] Deep Ores
Replies: 21
Views: 16843

Re: [0.12.3+ WIP] Deep Ores

Even with the size set really low, RSO makes patches of many many tiles whenever you use the Ore type. (Size max 1 gave me a roughly 5x5 pile of ore.) Additionally, you can't specify a random Richness on an Ore type resource, which doesn't work so well when deep ores should be distributed in tiny li...
by Darloth
Tue Aug 11, 2015 3:33 pm
Forum: Mods
Topic: [0.12.3+ WIP] Deep Ores
Replies: 21
Views: 16843

Re: [0.12.3+ WIP] Deep Ores

Updated, added copper and deep extraction drill, also wrote an RSO config which I'll attach to this post. You'll have to hook it up yourself in resourceconfigs/mainconfig.lua though. The ore generation does not work as well in RSO, but it is there and it does work. In both vanilla and RSO, you'll of...
by Darloth
Mon Aug 10, 2015 3:54 pm
Forum: Mods
Topic: [0.12.3+ WIP] Deep Ores
Replies: 21
Views: 16843

[0.12.3+ WIP] Deep Ores

I enjoyed a game with endless resources recently, but the problem was they were just TOO endless. Any reasonable field produced enough at the low yield end to sustain me for ages. Additionally, everything was endless - even everything I added from mods, and coal, and especially uranium, etc. Here's ...
by Darloth
Mon Aug 10, 2015 2:04 pm
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 103534

Re: Introduction, Downloads & Release history

Firefox is blocking your download as a potential virus carrier, I thought you should know. Also, while the lightningbolt looks lovely, it's also an entire megabyte on what could otherwise be a tiny mod :) You've also got thumbs.db files still included in the (0.12.4, haven't checked latest version) ...
by Darloth
Mon Aug 10, 2015 12:37 pm
Forum: Modding help
Topic: stage counts?
Replies: 0
Views: 1781

stage counts?

There's a parameter/member called "stage_counts" which seems to be part of the Resource definition (or possibly Entity, I can't tell). As far as I can determine there's no documentation about what it does at all. Ores tend to have it set to {1000, 600, 400, 200, 100, 50, 20, 1}, wheras one...
by Darloth
Wed Aug 05, 2015 9:49 pm
Forum: Yuoki Industries
Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Replies: 164
Views: 107671

Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)

Theorycrafting you say? Sounds like a perfect place for an analysis of plastic production. Assuming 50% energy reduction because YI modules make it really cheap to get that. 1.2mw * 0.5 = 0.6mw to run cimota = 0.6mj per second = 1.2mj for 8 plastic = 0.15mj per plastic = 3mj to convert 10 petrol = 0...
by Darloth
Wed Aug 05, 2015 8:18 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 567662

Re: Yuoki Industries - Informations, Suggestions, Questions

Plastic may not be reversible, but assuming you have efficient energy generation, it's always better to convert oil+coal->unicomp->plastic directly in your mod instead of making plastic with the oil+coal normally. Since your mod also contains efficient renewable energy generation, that's why I thoug...
by Darloth
Wed Aug 05, 2015 1:45 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182767

Re: [0.12.x] RSO Discussion thread

Could you provide config settings for how rich the starting area is specifically please, if that isn't in already?

Ideally, for separate ores - I like to have the basics (iron, copper, coal, water) but then have to expand to find everything interesting (anything else from a mod).
by Darloth
Tue Aug 04, 2015 8:30 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 567662

Re: Yuoki Industries - Informations, Suggestions, Questions

Some mild criticism here, hope that's ok. Basically, your turrets are so good they make vanilla turrets obsolete. They do this without requiring any higher tech research, and in some cases now cost significantly LESS resources (though a little of that is blue stuff). I like the power level they're a...
by Darloth
Tue Aug 04, 2015 8:20 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 136834

Re: Yuoki Industries - Addon Engines 0.1.4 (f0.12)

Lovely new engine graphics, I approve. I'd like to see more big, complex looking structures in Factorio in general, so I like that you add lots either in your own mods or by providing graphics for others, please keep it up, thanks! In that line of reasoning, I'd be fine with a bigger generator, but ...
by Darloth
Tue Aug 04, 2015 8:17 pm
Forum: 5dim's mod
Topic: Ideas and suggestions
Replies: 39
Views: 33709

Re: Ideas and suggestions

Purely opinion, but your increased inventory size in core is TOO big of an increase. For vanilla factorio, the default size is fine. With increased stack sizes, the vanilla size lets you carry loads. With mods that add new items, perhaps a bit more is good, yes... but you've got it three times the s...
by Darloth
Tue Aug 04, 2015 8:06 pm
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 57223

Re: [0.12.x] Finite Water

If it's possible to add a new ground texture, then a sandy ground texture that has almost no border with water, but a strongly defined border with grass/sand/other, would make it look like you're leaving a lake-bed behind. I'm not sure it actually is possible to add new ground textures like this (th...

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