Search found 26 matches

by ironchefpython
Fri Oct 09, 2020 8:04 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 92270

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Rergarding mods and tips: For modding, please consider a way to make it brain-dead simple to author and translate tips. I would love to see a solution where tips are authored in a text format, with factorio-specific extensions. The tips could be text files in the locale directory, making it trivial ...
by ironchefpython
Fri Oct 09, 2020 3:36 am
Forum: PyMods
Topic: Collection of tech tree gotchas
Replies: 11
Views: 7008

Re: Collection of tech tree gotchas

Nanomaterial Factory MK 02 can be unlocked before unlocking Nanomaterial Factory MK01, because Advanced mining facilities isn't a prerequisite of Mining Machines - Stage 2.
by ironchefpython
Sat May 04, 2019 4:43 am
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 62521

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Regarding breaking changes to the modding API, while this ship has already sailed for 0.17.35, perhaps in the future you can consider retaining deprecated synonyms for the renamed values and keeping them around (with a warning) for the duration of a major release. Perhaps you can even put "play...
by ironchefpython
Fri Nov 17, 2017 7:42 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330834

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

BlakeMW wrote:Perhaps less whimsically, Spaceship Debris or something.
Nice idea, my recommendation is to make it a separate mod.
by ironchefpython
Thu Nov 16, 2017 7:57 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330834

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

Path 3 would be a good hotfix, but as I just put out an update, I have some time before the next one. That gives me time spend some time thinking about waste treatment in more detail, which I'd like to do. Oh, and thanks for the tip on circuit-1-b, I added it to Substrates II real quick so as to no...
by ironchefpython
Tue Nov 14, 2017 5:33 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330834

Re: [MOD 0.15+] Xander Mod v1.3.0

Airat9000 wrote:new version bug fixed?
While the current master branch on GitHub has fixed several bugs and typos, it has not fixed the issue of Heavy Mineral Sands being unused. I have created https://github.com/Factorio-Xander-Mod/ ... d/issues/3 to track the issue.
by ironchefpython
Tue Nov 14, 2017 3:36 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330834

Re: Xander Mod now on GitHub!

Repofme1 wrote:Xander Mod is now on GitHub!
https://github.com/Factorio-Xander-Mod/Xander-Mod to be specific.

Gragorath's changes have been merged, you can download an update from https://github.com/Factorio-Xander-Mod/ ... master.zip

Please feel free to open issues for defects.
by ironchefpython
Tue Nov 14, 2017 12:39 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330834

Re: [MOD 0.15+] Xander Mod v1.3.1

kind of didn't want it to be *that* easy to just pop up a whole locomotive and put it in your pocket, so to encourage driving them between places, but looking back on it, 1000 seconds is excessive :shock: . You have to place them down from your inventory anyway, so it wouldn't be a huge benefit. I'...
by ironchefpython
Fri Nov 03, 2017 7:26 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330834

Re: [MOD 0.15+] Xander Mod v1.3.1

I'll be starting a public multiplayer game, anyone is welcome to join, as long as they help document any missing recipes or other issues. Modlist: https://mods.factorio.com/mods/Cerbrus/TogglePeacefulMode https://mods.factorio.com/mods/jamesaguilar/long-reach https://mods.factorio.com/mods/trold/Bot...
by ironchefpython
Sun Oct 08, 2017 6:11 pm
Forum: Multiplayer
Topic: Xander Mod multiplayer game
Replies: 1
Views: 1135

Xander Mod multiplayer game

No longer looking
by ironchefpython
Sun Oct 08, 2017 3:53 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330834

Re: [MOD 0.15+] Xander Mod v1.3.0

Sorry I didn't explain it well enough the first time, let me try to rephrase. Does picking up the liquid tank produces pollution? No, but running the process that created the liquid waste in the first place produces pollution. If you disappear the liquid by picking up the tank, that pollution still ...
by ironchefpython
Sun Oct 08, 2017 5:51 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330834

Re: [MOD 0.15+] Xander Mod v1.3.0

I would recommend, to give the waste products more kind of benefit to process them. Otherwise, its more reasonable to use factorio's way to get rid of stuff ;) What might work is if the removal of waste products could only be done in a special assembler, that when operating removed pollution. That ...
by ironchefpython
Sat Oct 07, 2017 5:51 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330834

Re: [MOD 0.15+] Xander Mod v1.3.0

More feedback: I think the icon for the Automatic Feed Lathe Mill is incorrect, I think it was meant to be shaded yellow like the Assembling Machine 1 and have a gear icon like the Recondensing Steam-Powered Machine Tool. It seems like Iron Machine Recycling isn't a very good deal. Unless others hav...
by ironchefpython
Sat Oct 07, 2017 9:19 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330834

Re: [MOD 0.15+] Xander Mod v1.3.0

Is it intended that there are two recipes for brushed motor and standard inserter, and one is simply far more resource intensive than the other?

(Only annoying because factorio always seems to want to handcraft the harder recipe)
by ironchefpython
Fri May 19, 2017 4:22 pm
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 24224

Re: What should I do with science packs?

Pretty much is. no space science pack on the alien lab, and the alien research is only currently used in the warfare mod, and one other place but I forgot what, maybe vehicle equipment on the high end military stuff. Oh, I like the overall implementation, alien research for alien killing. I was jus...
by ironchefpython
Fri May 19, 2017 3:54 pm
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 24224

Re: What should I do with science packs?

but adding the alien tech to space science pack for some of the very high or infinite research items, depending on what it is... The goal of launching lots of rockets is orthogonal to the goal of slaughtering lots of aliens. Some people like one or the other and some like both. But I would only inc...
by ironchefpython
Fri May 19, 2017 4:45 am
Forum: Mods
Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
Replies: 18
Views: 9160

Re: [MOD 0.15] E Boiler -An Electric Boiler mod

Need to work out just how much power this thing should use, suggestions are welcome! 33% efficient is low, and I'd probably pipe in steam (or even use tank trains) rather than take such an energy hit. My recommendation is to make it 90% efficient, but only produce 125C steam. Assuming there's no mi...
by ironchefpython
Fri May 19, 2017 3:28 am
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 24224

Re: What should I do with science packs?

Alien artifacts in military packs does seem a little... difficult. the military pack is more of a 2.5, where the others are a 4. on top of that, the old alien science pack, which was effectively science pack 4 used to give you 10 packs per artifact! that makes this idea sound really expensive. And ...
by ironchefpython
Thu May 18, 2017 4:19 am
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 24224

Re: What should I do with science packs?

I'm open to recipe sugestions. Warfare Science Packs: 1 x Ammo Magazine (uses Gunmetal, Lead, Tin, and all those fancy nitrites recipes) 1 x Distractor Robot (uses Aluminium, Brass, Glass) 1 x Alien Artifact You can dump this in every bob's warfare recipe that is more powerful than vanilla. I like ...
by ironchefpython
Mon May 01, 2017 11:26 pm
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 27273

Re: 0.15 - plans?

> Do we even need my barrelling mechanic any more? Yes please. it would make sense to use the 55 gallon barrels for bulk liquids: water, crude, heavy, light, and petroleum gas. Stuff like lubricant, acids, chloride solution, and other manufacturing fluids in canisters, and industrial gasses in bottl...

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