Search found 158 matches

by Molay
Sat Jul 18, 2020 5:19 am
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 117
Views: 11352

Re: Friday Facts #356 - Blueprint library for real

I'm curious what your son's mining/smelting looks like actually ^^
by Molay
Thu Jun 11, 2020 10:44 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 7257

Re: Request: Max number of trains for stations

Looking forward to that day, boskid :)
by Molay
Mon Jun 08, 2020 10:53 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 344
Views: 109503

Re: [0.17+] Space Exploration WIP

BUG: Upon placing a Stone Brick under a Mining Depot (Klonan's mining robots mod), the Mining Depot and all it's mining drones are destroyed. A tile of Road (Klonan's transport drones) is spawned at the location of the Mining Depot. This piece of road can not be successfully mined, neither by bot or...
by Molay
Thu Apr 02, 2020 5:00 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 181
Views: 57275

Re: [MOD 0.18] KRASTORIO^2

I can't remove creep with bots. I've tried a blank deconstruction planner, and one with white listed creep tile set to always. Neither works for targeting the creep - I have to remove it all by hand for now... What am i doing wrong in marking it for deconstruction? I don't need any more of it and wo...
by Molay
Sat Mar 21, 2020 12:46 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 22222

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: 792

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: 181
Views: 57275

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: 3578
Views: 620940

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: 565
Views: 120184

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: 3578
Views: 620940

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: 26
Views: 9484

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: 93
Views: 7257

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: 93
Views: 7257

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: 379
Views: 56655

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: 379
Views: 56655

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: 3578
Views: 620940

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: 3578
Views: 620940

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: 3578
Views: 620940

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: 3578
Views: 620940

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: 1424

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 ...

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