Search found 129 matches

by Sworn
Sat Dec 28, 2019 2:56 am
Forum: Ideas and Requests For Mods
Topic: [Request] Industrial Revolution (Iron in starter area)
Replies: 2
Views: 196

Re: [Request] Industrial Revolution (Iron in starter area)

Lol that was fast.
It works just fine.

Thanks! :D
by Sworn
Thu Dec 26, 2019 9:53 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 126419

Re: [MOD 0.17] Industrial Revolution

ok thanks for the tip, I did the request in the provided link

post: viewtopic.php?f=33&t=79353#p471261
by Sworn
Thu Dec 26, 2019 9:52 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Industrial Revolution (Iron in starter area)
Replies: 2
Views: 196

[Request] Industrial Revolution (Iron in starter area)

I would like to make a request, that allow changes to the mod Industrial Revolution (https://mods.factorio.com/mod/IndustrialRevolution) Only one change, an option (In Startup config or Map config) that allow Iron to be generated in the starter area. Why that? because when playing with additional al...
by Sworn
Thu Dec 26, 2019 12:31 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 126419

Re: [MOD 0.17] Industrial Revolution

First, Damm that is a freaking awesome mod, very well polished and with some sup graphics! Well Done! If possible, I would request an option (Startup or possible Map settings) that allows Iron in the starter area, or if possible do it automagiclly when it detects a Death World. Why that? because whe...
by Sworn
Sun Jun 23, 2019 5:45 pm
Forum: Duplicates
Topic: [0.17.50, build 45742] Undo (CTRC + Z) upgradeing an underground belt don't undo the secundo end
Replies: 1
Views: 117

[0.17.50, build 45742] Undo (CTRC + Z) upgradeing an underground belt don't undo the secundo end

When you upgrade a underground belt, for example a yellow underground to a red underground, the both ends of the underground are update at same time. But if you undo the action by pressing CTRL + Z, only the placed end will be switch back to yellow, the other and that was automatic updated will rema...
by Sworn
Sun Jun 02, 2019 2:15 am
Forum: Ideas and Suggestions
Topic: Random Worm / Sppiter projectile targetting
Replies: 0
Views: 129

Random Worm / Sppiter projectile targetting

TL;DR Apply a random coordinates to the targeting of worm and spitter. What ? Before, the targeting of worm and spitters shoots where you were, now they shoot where you will be. Both are very easy to predict and avoid by doing a zig zag or a timed movement (stop shoot, walk, stop shoot walk...) Sur...
by Sworn
Tue Mar 12, 2019 9:57 pm
Forum: Ideas and Suggestions
Topic: New newtwork signal for Energy production and consumption
Replies: 4
Views: 348

Re: New newtwork signal for Energy production and consumption

Could be any value, as long they represent the energy bars that we have in the energy windows. I mention % cause the bars are all in percent values. If you have Satisfaction bar in 50%, the production will always be at 100%, even if you don't generate all power you can, cause lack of fuel or whateve...
by Sworn
Sun Mar 10, 2019 3:15 pm
Forum: Ideas and Suggestions
Topic: New newtwork signal for Energy production and consumption
Replies: 4
Views: 348

Re: New newtwork signal for Energy production and consumption

Thanks for the example. and sorry for the super late response. But that is exactly why I'm asking for the signal, is already there in the energy window, we just can't get it in the game, mods can read the power consumption and production value with isn't too much useful as they are always the same, ...
by Sworn
Tue Mar 05, 2019 12:39 am
Forum: Mods
Topic: Epic Artillery Sounds
Replies: 11
Views: 3476

Re: Epic Artillery Sounds

Any chance to have a 0.17 version?
by Sworn
Sat Mar 02, 2019 7:50 pm
Forum: Campaign / Scenario suggestions
Topic: stimulate more production with timers, at least for the first one
Replies: 0
Views: 152

stimulate more production with timers, at least for the first one

To encourage new people to increase the production, the biter waves was increased by a lot. So in the first steps of the campaign, before you get started with combat, would be a nice transition to stimulate a fast research, through a good production of science, like "research X tech before Y time, s...
by Sworn
Mon Jan 28, 2019 9:26 pm
Forum: Mods
Topic: [MOD 0.17]AE Industries Sentry Guns
Replies: 6
Views: 804

Re: [MOD 0.16]AE Industries Sentry Guns

Sup! Thanks
by Sworn
Sun Jan 27, 2019 10:36 pm
Forum: Mods
Topic: [MOD 0.17]AE Industries Sentry Guns
Replies: 6
Views: 804

Re: [MOD 0.16]AE Industries Sentry Guns

Nice work!

If possible, add a check to bob, angel, pyaddon mods, if they are present, reduce the circuit level required, otherwise it became late tech :(.

I think you need to look only for bobs, as angel and pyaddon work on top of it
by Sworn
Sat Jan 12, 2019 6:21 pm
Forum: Modding discussion
Topic: What should be process in each tick? (Guide lines)
Replies: 1
Views: 373

What should be process in each tick? (Guide lines)

What should be process in each tick? (Guide lines). That isn't a factorio specific question, but factorio uses it so I may try to use it as an example. I'm trying to find the basics ideas of what you process in each tick in some specific object, or entity, that need to notify other objects about a c...
by Sworn
Tue Jan 08, 2019 11:37 pm
Forum: Ideas and Suggestions
Topic: New newtwork signal for Energy production and consumption
Replies: 4
Views: 348

New newtwork signal for Energy production and consumption

New network signal for % of energy production and consumption What ? A way to detect not only the accumulator energy (%), but the % of the production and consumption as well. Why ? Because there is no way to detect if you need more power input. Currently you can only know if you gain energy in the ...
by Sworn
Tue Jan 08, 2019 11:19 pm
Forum: Reika's Mods
Topic: FactorioIO - Energy Reader (Only one reading)
Replies: 2
Views: 841

Re: FactorioIO - Energy Reader (Only one reading)

I was trying to fix it, but I have no idea how to change it.
They output the same value and will always output the same value as the consumption and production are always the same in the game guy energy.
They should output the % value of each bar like the accumulator does.
by Sworn
Tue Jan 08, 2019 10:54 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1407
Views: 124352

Re: pY Raw Ores Discussion

Note sure if it's intended, but the new ores that require fluids, aluminium for example, that take 10 coal gas per operation. The miner don't work until it gets 100 units of the fluid, than jump down to 50 and start getting up again, it works for some iterations and stop again until it has 100 fluid...
by Sworn
Sat Dec 22, 2018 7:07 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 941
Views: 85546

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Hey kingarthur, first thanks for updating the mod so it don't crash on load. Can you make the hand-craft wood time back to 0.5sec? I have no idea Py like to put the hand-craft only recipe super slow. Would get if was intended for automation but you can't use that one in machines so... And the amount...
by Sworn
Fri Dec 21, 2018 9:41 pm
Forum: Reika's Mods
Topic: FactorioIO - Energy Reader (Only one reading)
Replies: 2
Views: 841

FactorioIO - Energy Reader (Only one reading)

I was looking for a mod that output that two top bars that you have in the energy windows (Satisfaction, Production). A guy in the reddit send me here. I found that you have 3 signals (power consumption, power production and grid satisfaction) but only 1 signal have output. Actually power consumptio...
by Sworn
Mon Dec 17, 2018 9:58 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 941
Views: 85546

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Gonna wait for Kingarthur to fix that, tons of changes, and PyAddon still changing so I guess I'll try to survive 1 or 2 more weeks without factorio :cry:

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