Search found 13 matches

by Wyrframe
Fri Aug 19, 2016 9:59 pm
Forum: News
Topic: Friday Facts #152 - Team production challenge
Replies: 46
Views: 15247

Re: Friday Facts #152 - Team production challenge

keyboardhack wrote:Looks like you can throw grenades at the other teams as they are close enough.
This is why we can't have nice things. ;)
by Wyrframe
Fri May 20, 2016 3:15 am
Forum: Ideas and Requests For Mods
Topic: Ideas on how to make automated cargo aircraft?
Replies: 10
Views: 1717

Re: Ideas on how to make automated cargo aircraft?

To completely dodge the flightpathing and takeoff/landing cycles entirely... I'm making Cargo Zeppelins. Basically planning on them being loaded and unloaded by Logistics robots, having them fly between specified points and turn themselves into Passive Provider or Requester chests during specified s...
by Wyrframe
Thu May 19, 2016 7:58 pm
Forum: Mods
Topic: [MOD 0.14.x] Left-Right Load Balancer
Replies: 82
Views: 36511

Re: [MOD 0.12.x] Left-Right Load Balancer

The base object Razorin has used for the basis of the balancer is an inserter, which requires some kind of energy-usage spec. He can't use a box because those aren't rotateable. If you set the energy requirement zero or negative, it doesn't charge its inherited internal capacitor and flashes red ("u...
by Wyrframe
Wed May 11, 2016 10:14 pm
Forum: Mods
Topic: [MOD 0.14.x] Left-Right Load Balancer
Replies: 82
Views: 36511

Re: [MOD 0.12.x] Left-Right Load Balancer

That's because it alternates input lanes and output lanes separately, and does so completely ignorant of the types of items passing through. What behaviour are you expecting?
by Wyrframe
Sun May 08, 2016 8:42 am
Forum: Mods
Topic: [MOD 0.14.x] Left-Right Load Balancer
Replies: 82
Views: 36511

Re: [MOD 0.12.x] Left-Right Load Balancer

@Razorin; was studying your mod as part of self-education on the mod API, and wanted to point out a very useful optimization you could make; caching the known input and output belts near each splitter. In my own testing, with 300 Single Splitters set up on fifteen separate belt loops, this cut the p...
by Wyrframe
Sat May 07, 2016 4:46 pm
Forum: Mods
Topic: [Mod 0.14, 0.12] Smelting (reborn!)
Replies: 8
Views: 3229

Re: [Mod 0.12.X] Smelting (reborn!)

v0.1.4 now up. Fixes some control.lua bugs which were causing initialization issues and mod conflicts. They're sorted out now. Also new screenshots available in the linked album.
by Wyrframe
Thu May 05, 2016 5:34 pm
Forum: Mods
Topic: [Mod 0.14, 0.12] Smelting (reborn!)
Replies: 8
Views: 3229

Re: [Mod 0.12.X] Smelting (reborn!)

Odd, it's not supposed to try to do that during init, only during load. I'll look into it.
by Wyrframe
Thu May 05, 2016 4:04 am
Forum: Mods
Topic: [Mod 0.14, 0.12] Smelting (reborn!)
Replies: 8
Views: 3229

Re: [Mod 0.12.X] Smelting (reborn!)

v0.1.2 now up. Check it out in the first post! * Improved Research; plastic spool and copper cable/wire jobs are now an extra research item to carry out. Costs rebalanced to suit. * Added reasonable "default" temperatures to molten copper and iron, vaguely reflective of their IRL melting points. * R...
by Wyrframe
Wed May 04, 2016 12:14 am
Forum: Mods
Topic: [Mod 0.14, 0.12] Smelting (reborn!)
Replies: 8
Views: 3229

Re: [Mod 0.12.X] Smelting (reborn!)

tldr * Research unlocks products seemingly too early, maybe make small smelting available before plastic? * Stockpiling liquid metal is weird and overpowered. I agree on both points. My first release here is really just a bugfix release; clean up the rough edges, get the stamping working as a furna...
by Wyrframe
Tue May 03, 2016 2:52 am
Forum: Mods
Topic: [Mod 0.14, 0.12] Smelting (reborn!)
Replies: 8
Views: 3229

Re: [Mod 0.12.X] Smelting (reborn!)

( this space reserved for future updates )
by Wyrframe
Tue May 03, 2016 12:27 am
Forum: Mods
Topic: [mod 0.12.20] Smelting
Replies: 15
Views: 13856

Re: [mod 0.12.20] Smelting

New fork is now released. Please see this forum thread for updates under my stewardship. Don't let that dissuade you from creating your own fork, however!
by Wyrframe
Tue May 03, 2016 12:26 am
Forum: Mods
Topic: [Mod 0.14, 0.12] Smelting (reborn!)
Replies: 8
Views: 3229

[Mod 0.14, 0.12] Smelting (reborn!)

Type: Mod Name: Smelting Description: This mod leaves the stock smelting process intact, and adds an unpacked production cycle that can be tuned and improved more easily than stock. License: MIT Version: 0.1.5 Release: 2016-11-23 Tested-With-Factorio-Version: 0.14.20 (steam) Category: Crafting Tags:...
by Wyrframe
Sun May 01, 2016 10:03 pm
Forum: Mods
Topic: [mod 0.12.20] Smelting
Replies: 15
Views: 13856

Re: [mod 0.12.20] Smelting

For anyone following this mod, as the original author has said he's abandoned it, I'm working on fixing some of the bugs and rough edges he left behind.

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