Search found 9 matches

by Arduin
Mon Apr 02, 2018 8:48 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243661

Re: pY HighTech Discussion

Edit: Scratch what I wrote below. Just realized that you answered my question one post above *whuuuuuuups* :D


Currently there seem to be two different recipes for the pcb1. Is that intentional? Since the second one seems to be a "shortcut".

Image
by Arduin
Sun Apr 01, 2018 11:00 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243661

Re: pY HighTech Discussion

as a quick fix, just resize the png file until an official fix is out (dont forget to keep the ratio)
by Arduin
Fri Mar 11, 2016 10:41 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182507

Re: [0.12.x] RSO Discussion thread

Can someone maybe explain to me how exactly the options "richness_distance_factor" and "size_distance_factor=" scale the ore patches the further I am from the centre of the map? Trying to fine tune my worldgen a bit
by Arduin
Fri Mar 11, 2016 3:40 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 135958

Re: Friday Facts #129 - The late game

Resource generation tweaks: My approach would be underground mining: Once the surface is depleted the mining drills stop to work, but with a research upgrade they might continue working there. So it would make sense to leave the outpost intact until you can examine the underground. Underground Mini...
by Arduin
Fri Mar 11, 2016 3:14 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 135958

Re: Friday Facts #129 - The late game

These are some really nice ideas. I especially like both options for the late game mining. Adding the urge to explore more, further encouraging to use trains and the need for more infrastructure via the expanded ore processing sounds like exactly the right things to do. It sticks to the way factorio...
by Arduin
Thu Mar 10, 2016 12:30 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 341349

Re: [MOD 0.12.x] Rail Tanker - Liquid transport

On the latest version of the game I can't seem to unload the train without replacing a pipe or pump every time the train arrives. Apparently this is a known bug but do you have any idea when you can fix this? I have the same problem. I'm using a ton of mods, including squeak through . I think that ...
by Arduin
Mon Feb 29, 2016 8:33 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1399167

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

In my case it is a combination of bob and yuoki. If it is not too much to work on, maybe both versions with a config option? Like together with bob's ores make it generate, without it get that stuff via refining. Would be awesome if generation could be a thing. On another note: Nice work with your m...
by Arduin
Sun Feb 28, 2016 8:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1399167

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

Is it planned to add support for the two ores from Yuoki Industries? (N4-Material Chunk, F7-Material Chunk)
by Arduin
Sun Feb 28, 2016 3:51 pm
Forum: Mods
Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Replies: 68
Views: 48597

Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)

Logistic network not connecting with the Cyberchest (i mean the red and green wire stuff). Oh that would be super handy if logistic wire setups would work with this. Currently my problem is that I can easily overfill a cyberchest with ingredients, since there is no option to read the contents via t...

Go to advanced search