Search found 56 matches

by Rensiur
Fri Mar 20, 2020 4:42 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 90111

Re: Friday Facts #339 - Beacon HR + Redesign process

I do not think that the new beacon fits the factorio Style. In itself it is a very cool creation, but it has neither the rugged industrial look, nor the classic artistic style that I personally have come to love about this game.
by Rensiur
Wed Aug 29, 2018 8:45 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387993

Re: Development and Discussion

I think for Seablock you should not update mods on your own as teh Sea-Block Maintainer changes quite a few recipes around. A Mod update will probably break that change, thus don't auto update when playing seablock.
by Rensiur
Sat May 19, 2018 9:23 am
Forum: Logistic Train Network
Topic: Encoded Network ID, how does it work?
Replies: 62
Views: 46867

Re: Encoded Network ID not working properly ?

So, if I want to use seperated networks their numbers may never be a combination of each other ?
by Rensiur
Fri Dec 29, 2017 8:09 pm
Forum: Releases
Topic: Version 0.16.8
Replies: 64
Views: 30996

Re: Version 0.16.8

IMHO the barrel change should have only been implemented if the optimization of fuid mechanics was implemented at the same time. This mainly affects huge bases - but 5 times as many bots for example can be a strain on such bases. I have no idea how many players this really affects adversly, still wh...
by Rensiur
Sat Jul 22, 2017 7:18 pm
Forum: Ideas and Suggestions
Topic: Train stops and schedule improvements
Replies: 5
Views: 2752

Re: Train stops and schedule improvements

+1 - on large networks without Mods this is a must have.
by Rensiur
Sun Dec 18, 2016 6:58 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 207267

Re: ModMyFactory - mod manager and more

Yeah, PC was off the power for around two hours yesterday, but I'll try a real restart later again. Tried restart - no change, still nothing happening. I tried a new install of ModMyFactory - the windows smart screen protection kicked in. After acknowledging that I want to use the app nothing happen...
by Rensiur
Sun Dec 18, 2016 2:11 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 207267

Re: ModMyFactory - mod manager and more

Already tested that - no entry in the Task Manager at any time.
by Rensiur
Sat Dec 17, 2016 9:37 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 207267

Re: ModMyFactory - mod manager and more

Hi, first, thanks for the awesome tool. I have however run into a weird issue. Since today my ModMyFactory won't start. I get no error message or anything. It just doesn't start up any more. The only change I know of in my system was an update of Nvidia Drivers. Has anyone encountered such a behavio...
by Rensiur
Fri Dec 16, 2016 5:27 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387993

Re: Development and Discussion

This is actually a Bob Mod Thingy I take, not related directly to Angels M Anyways, this is related to two reciepes for wood board being present, and the game can not differentiatiate that you can make one with ingredients in your inventory, and the other one is only doable in an assembler type mach...
by Rensiur
Mon Jul 14, 2014 11:27 pm
Forum: Mods
Topic: [0.10.x] Bob's Intermediates mod
Replies: 14
Views: 28881

Re: [0.10.x] Bob's Intermediates mod

Hi Bob, pretty cool mods that you create there, just one little suggestion. It would be easier for your Fanbase to keep track if you merged all mods into one single thread. That way people can always get the latest version of your mods, and all of them at that too. For Bug reports, explanation etc. ...
by Rensiur
Sun Jun 29, 2014 10:02 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 562506

Re: Yuoki Industries 0.2.4

Haha, Rensiur turbine :-d Gotta get some time back from work to test things out, didn't get the slightest chance to play any Factorio in two weeks :-( Yepp, true words on the documentation. Would it maybe make sense to have the documentation in the Wiki, because that would allow support from various...
by Rensiur
Fri Jun 27, 2014 9:11 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 562506

Re: Yuoki Industries 0.2.3

The size of Tanks comes into play if you have limited space, for example many biters surrounding you. The less you have to build teh better. In addition, less tanks means less time spent building, especially in the beginning of the game. I for example love to skip chest storages since you offer the ...
by Rensiur
Wed Jun 25, 2014 9:10 pm
Forum: Mods
Topic: [MOD 0.10.1] Company mod: Kassa Industries
Replies: 19
Views: 14116

Re: [MOD 0.10.1] Company mod: Kassa Industries

I think Range 100 is too far, unless you increase the size of the entity significantly, say its a 3 x 3 field like the huge power poles that you usually find right after big power plants. I for myself would probably still go with the 30 fields long ones because I can branch off every 30 squares and ...
by Rensiur
Tue Jun 24, 2014 9:52 pm
Forum: Mods
Topic: [MOD 0.10.1] Company mod: Binford Tools
Replies: 9
Views: 7215

Re: [MOD 0.10.1] Company mod: Binford Tools

Depends, I'd suggest you have a look at DytEch and see how annoyingly great the wood pickaxe start is. It degrades nearly faster then a mining process takes, but it adds value as it is like a natural slowdown to the game. Since you intend to create a modular larger mod I'd suggest that you keep an e...
by Rensiur
Tue Jun 24, 2014 9:42 pm
Forum: Mods
Topic: [MOD 0.10.x] Floors v0.0.2
Replies: 56
Views: 50855

Re: [MOD 0.10.x] Floors!

Woooohaaaaa..... The concrete and steel floors will be the number one beautify item in my factory in the future. I love stuff like that to add an asthetic note to factories after the production runs, just like in Transport Tycoon with all the cool buildings that made a train station look like a larg...
by Rensiur
Tue Jun 24, 2014 9:39 pm
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11273

Re: [MOD 0.9.x +] Zlowdown v1.0

I haven't had the chance to try it out and am a bit concerned how nice it plays with a ton of other mods enabled. For example I usually run my Factorio with at least Treefarm, Yukoki, DyTech (now modular), Bobplates, Ores etc. Does it generally slow down the game progress even for mods? If yes that ...
by Rensiur
Sat Jun 21, 2014 6:03 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 130682

Re: [0.10.0] RoadWorks

Nah, I want my pollution, and its artificial grass, that takes no pollution up.

But please make the grass in two different colors so I can create a soccer field for the future colonists :-D
by Rensiur
Sat Jun 21, 2014 5:58 pm
Forum: Mods
Topic: [MOD 0.10.0] Variant Resource Spawning v0.0.2
Replies: 14
Views: 20160

Re: [MOD 0.10.0] Variant Resource Spawning v0.0.1

A very nice idea, would it be possible to switch the single ores to a more general concept that just sucks up all ore types from different Modifications? I have no clue if that is even possible, otherwise it would be necessary to eventually (after the fine tuning) code in the mod-ores - or folks lik...
by Rensiur
Fri Jun 20, 2014 9:48 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371403

Re: [0.10.0] Bob's Ore Mod.

That's what version management is all about, never toss away the old ones, just store them in an orderly fashion :-)
by Rensiur
Fri Jun 20, 2014 9:47 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 130682

Re: [0.10.0] RoadWorks

Depends on how far you can / want to explore. Limestone should appear in newly generated chunks of the map, but if you prefer to have it generated from the first second on a new map might be a good choice.

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