Search found 16 matches
- Mon Apr 10, 2023 3:15 am
- Forum: Gameplay Help
- Topic: Looping a lane back into the balancer?
- Replies: 1
- Views: 870
Looping a lane back into the balancer?
I want to balance 15 lanes and I found multiple posts stating to use the 16x16 balancer and loop the unused lane back into the balancer. Is it better to do this or just not use the 16th lane of output and use all 16 lanes of input? If not, do I just use a splitter with a set priority back into the 1...
- Fri Nov 25, 2022 4:44 am
- Forum: Resource Spawner Overhaul
- Topic: Extreme spawn changes from minimal setting changes
- Replies: 0
- Views: 1147
Extreme spawn changes from minimal setting changes
I have been trying to find a nice map today and I'm seeing some strange resource spawns as I make little changes with the slider bars for the frequency and size on the Resources tab. I'm using the Initial Scan mod (https://mods.factorio.com/mod/initial-scan) with the default 70 chunk radius to revea...
- Sat Feb 04, 2017 5:48 pm
- Forum: Balancing
- Topic: What is cement and how is it made?
- Replies: 1
- Views: 1441
What is cement and how is it made?
I don't really care for the vanilla concrete recipe in game requiring stone bricks and iron ore. The few mods posted do help some (i.e. Sane Conrete at least has the rebar). I found this article on the web and thought it might be a good read for you sadistic bastaids who like to balance the game wit...
- Thu Jul 14, 2016 12:31 am
- Forum: Mods
- Topic: [MOD 0.13+] Reinforced Walls
- Replies: 6
- Views: 4176
Re: [MOD 0.13] Reinforced Walls
A great addition to my mod list! Thanks!
- Thu Jul 14, 2016 12:18 am
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 20178
Re: [MOD 0.13.X] DayNightExtender - longer day/night cycles
By the way, do you think that night/day differenciation is important ? Because if I want to keep track of the time on different surfaces, it would be really easier and less cpu-consuming to unify the multipliers, as I did in 1.1.5 Not to me. I just want a longer 24 hour day in my game and I'm happy...
- Wed Jul 13, 2016 11:36 pm
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 20178
Re: [MOD 0.13.X] DayNightExtender - longer day/night cycles
I found it. The mod called InitialScan causes the loop when it's doing the extended scan at the start. After that the clock works fine, at normal speed or modified. I tested this with your 1.1.3 and 1.1.5 version.
- Tue Jul 12, 2016 10:51 pm
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 20178
Re: [MOD 0.13.X] DayNightExtender - longer day/night cycles
Yes, by loop I mean the clock would tick 5 minutes and then fall back about 5 minutes and repeat, but I noticed it did not happen the first time I fired up the game after installing TimeTools. It wasn't until after I restarted Factorio when the loop came back. This is my current mod list. I'm guessi...
- Tue Jul 12, 2016 12:40 am
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 20178
Re: [MOD 0.13.X] DayNightExtender - longer day/night cycles
FYI - I found the clock looping back after I increased the speed to X2 or greater with a MULTIPLIER of 5 for both day and night.
- Mon Jul 11, 2016 11:52 pm
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 100
- Views: 75336
Re: [MOD 0.12+] Time Tools (& Clock Combinator)
Hey Den, thx for the positive return, always appreciated. ;) I had a look at the other mod "day extender". Infact it does not really extend the length of the day, but it plays very rapidly in realtime with the game internal clock to very often freeze the clock and so give a slowdown effec...
- Sun Jul 10, 2016 2:03 pm
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 100
- Views: 75336
Re: [MOD 0.12+] Time Tools (& Clock Combinator)
Hey Bin, I consider this a must-have mod and I wonder if it would be possible to add an option to lengthen the day/night cycle, instead of changing the speed of everything in the game. I was using another mod ( https://forums.factorio.com/viewtopic.php?f=120&t=14509 ) to double the cycle in .12,...
- Mon Mar 28, 2016 2:34 am
- Forum: Mods
- Topic: [MOD 0.12.x] Bergius Process
- Replies: 50
- Views: 66092
Re: [MOD 0.12.x] Bergius Process
And again, I add another of Klonan's mod to my list. Keep 'em coming.
- Mon Mar 28, 2016 2:27 am
- Forum: Mods
- Topic: [MOD 0.12.x] More Locomotives!
- Replies: 30
- Views: 21824
Re: [MOD 0.12.x] More Locomotives!
I found this mod from a Youtube spotlight video, I can't remember the guy's name, but he gave a great opinion of it. I like the flavors you add for the locomotives. I can't wait to try them out. I'm playing with RSO and expect to utilize these a lot.
- Mon Mar 28, 2016 2:13 am
- Forum: Mods
- Topic: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
- Replies: 11
- Views: 18920
Re: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
Thank you, sir. I look forward to enjoying your mod.
Re: [MOD 0.12.26] KS Power
Nice item pack. I seem to have downloaded of lot of your mods, Klonan. Thanks for all of the work.
- Sun Mar 27, 2016 6:35 pm
- Forum: Mods
- Topic: [MOD 0.16] EMP Biters 1.2.1
- Replies: 16
- Views: 15342
Re: [MOD 0.12.29] EMP Biters 1.0.1
This looks very interesting and I appreciate the recent tweak on the bullet turrets. Looking forward to trying this.
- Sun Mar 27, 2016 6:31 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
- Replies: 11
- Views: 18920
Re: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
I'm getting an error when loading Factorio.
"Filename of mod
C:User/..... \Advanced-Weapondry-3.0 doesn't match the expected Advanced-Weapondry_3.0."
Looks like there something different between the hyphen and an underscore in the file names.
"Filename of mod
C:User/..... \Advanced-Weapondry-3.0 doesn't match the expected Advanced-Weapondry_3.0."
Looks like there something different between the hyphen and an underscore in the file names.