Search found 154 matches

by Molay
Sat Mar 21, 2020 12:46 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 205
Views: 14682

Re: Friday Facts #339 - Beacon HR + Redesign process

While not a fan of the redesign for the reasons mentioned by many people over and over, I want to highlight that I abhor the idea of variations/random rotations. I want the base to have a clean look. Those variations are a net negative in my opinion. They're awesome for trees and ores, and I'd enjoy...
by Molay
Thu Mar 19, 2020 1:05 pm
Forum: Mods
Topic: Krastorio 2 - Remove wood from item requirements?
Replies: 14
Views: 515

Re: Krastorio 2 - Remove wood from item requirements?

I thought krastorio license allows this? Though I'll have to second you on the rudeness.
by Molay
Mon Mar 16, 2020 9:59 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 115
Views: 30022

Re: [MOD 0.18] KRASTORIO^2

Come on guys don't be mean, give him his U-235 back. I know you stole it 🤣
by Molay
Sat Mar 14, 2020 1:03 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3407
Views: 574201

Re: Development and Discussion

The seafloor pump water results in 5 waters with varying degrees of mud in it, right? Could there be a little icon, perhaps in the top left of the icon, to more easily recognize which of the water it is? Like say a brown circle for step one, a 4/5th brown 1/5th blue circle for step 2, etc? Or some o...
by Molay
Fri Mar 13, 2020 11:51 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 560
Views: 108756

Re: [MOD 0.13.17+] Rampant

Hello Veden, I was asked to link a bug report here, so that's what I will do. Link to original bug report: https://mods.factorio.com/mod/Rampant/discussion/5e6b566901a92c000baaec4d Following the style of Drake Hawkins' Youtube videos, I started up a game of Factorio with the Rampant mod. I play with...
by Molay
Sat Feb 29, 2020 10:14 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3407
Views: 574201

Re: Development and Discussion

+1 to science cost multiplier issue with data archive. It's very similar to the bio token issue with tech multiplier. Need some way to make it approachable with cost multiplier. It's just unreasonable otherwise. I play with 5x. I wasn't going to wait 5 hours, sorry. Would consider it unplayable unle...
by Molay
Tue Feb 25, 2020 1:54 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 25
Views: 7570

Re: [MOD 0.16.36+] Rampant Arsenal

I think there's something wrong with the minigun. I can often empty entire clips without killing a single medium biter. With the standard vanilla submachine gun I just need a few shots. It's proving to be a significant downgrade over the submachine gun. And less reliable than the pistol. Something m...
by Molay
Tue Feb 25, 2020 1:24 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 59
Views: 3318

Re: Request: Max number of trains for stations

He's alive! ;)

Well I'm happy to hear the train limit has not been discarded, but merely postponed! I wonder what that other thing you speak of might be?

Thanks for dropping by and keeping the hope alive!

Cheers
by Molay
Tue Feb 25, 2020 12:29 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 59
Views: 3318

Re: Request: Max number of trains for stations

I'm starting to think the shotgun surgery went poorly, and Boskid may not have survived.

Are there any news regarding Boskid's coding adventures? Is he still among us?
by Molay
Sun Feb 23, 2020 7:15 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 378
Views: 50936

Re: [MOD 0.16] Miniloader

Such a curious bug, part of the miniloaders being mined by another mods robots :D

Glad the savefile was useful! Thank you for the quick fix!
by Molay
Sat Feb 22, 2020 11:59 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 378
Views: 50936

Re: [MOD 0.16] Miniloader

The mod Miniloader caused a non-recoverable error. Please report this error to the mod author. Error while running event miniloader::on_player_rotated_entity (ID 19) __miniloader__/control.lua:184: attempt to index local 'miniloader' (a nil value) stack traceback: __miniloader__/control.lua:184: in...
by Molay
Sat Feb 22, 2020 10:40 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3407
Views: 574201

Re: Development and Discussion

Ah snap, didn't think of that! Though if a significant science cost multiplier was detected, could you not disable the standard token extraction tech and replace it with the marathon one? That would be simple enough, right? You can enable/disable existing techs after the data stage right? Perhaps a ...
by Molay
Sat Feb 22, 2020 10:16 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3407
Views: 574201

Re: Development and Discussion

That is not really marathon mode then anyway. I do not see a reason why you would do that anyway. You have infinite research as a sink, there is no need to just increase the science cost multiplier... If you really want to make it difficult for yourself, then just play both :roll: I strongly disagr...
by Molay
Sat Feb 22, 2020 8:07 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3407
Views: 574201

Re: Development and Discussion

It's an elegant solution, but if I understand it only applies in marathon mode (crafting recipe multiplier)? What if someone doesn't use marathon expensive recipes, but still a say 1000x science cost multiplier? That's a situation where the new solution is required.
by Molay
Sat Feb 22, 2020 10:24 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3407
Views: 574201

Re: Development and Discussion

Thanks for adding in starting jivolite/crtinnum option! As to the admittedly terrible ultra high tech multiplier/token dilemma, could it be envisioned to add a red-green-blue-yellow tech, which would also make use of uranium (much like the mutation option) to add a "study wild garden growth" or what...
by Molay
Thu Feb 20, 2020 2:48 am
Forum: Resource Spawner Overhaul
Topic: 0.18
Replies: 6
Views: 851

Re: 0.18

It's not a big deal if it's complicated to fix. Due to the random spawn location of starting ores (no preview) it's hard enough to get a viable start on 33% start area with rampant going as is. Just figured I'd let you know in case you're not aware. Having all the starting ressources spawn directly ...
by Molay
Wed Feb 19, 2020 5:31 am
Forum: Resource Spawner Overhaul
Topic: 0.18
Replies: 6
Views: 851

Re: 0.18

I've come across a bug. Never noticed it before because I typically didn't do RSO deathworld... but when you set starting area to minimum (17%), RSO is not able to generate the starting ores. No iron or copper is available at spawn. Try first with an assorted collection of mods (no overhaul mods, mo...
by Molay
Thu Feb 13, 2020 3:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3407
Views: 574201

Re: Development and Discussion

I've never played in expensive mode, but the differences you mention sound, to me, a good baseline for regular mode. I'd like to see Angel's smelting become useful earlier. You're probably right on all points, AB should probably not focus too much on ease of entry for new players. Complexity is it's...
by Molay
Thu Feb 13, 2020 7:08 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3407
Views: 574201

Re: Development and Discussion

Good point about the oxygen to make solder. Solder is likely the first recipe a new player uses Angel's refining for, and it's perhaps a tad too complex for a starting one? Requires fluid in and output, and two types of ingots to melt. Seems like a bit of a jump ahead of the progression curve, if ne...
by Molay
Wed Feb 12, 2020 7:39 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3407
Views: 574201

Re: Development and Discussion

Has anyone had other gardens than swamp gardens spawn? As for the trees, I have about 10 desert, 10 temperate and 20 swamp trees. As I would expect, starting in a swamp. But as I ventured into other biomes, I only found other trees, not other gardens. Could well just be how it generated, but it's od...

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