Search found 18 matches
- Fri Jul 14, 2017 3:56 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571532
Re: Development and Discussion
And apparently I missed re-writing the last comment when the forum ate my reply... Furthermore, the issue isn't that HF isn't available. It's that it's very significantly less available than the other acids, and it's got a very high-consumption use. This was fine when tungsten processing was the pri...
- Fri Jul 14, 2017 2:44 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571532
Re: Development and Discussion
Actually you might need MORE HF to mine the ore once the % runs low. Productivity modules will certainly help alleviate this. The ore says it's HF per ore. The ratio of HF in to ore out shouldn't change right? Still, productivity always helps in everything. actually it takes more than 50 sludge per...
- Thu Jul 13, 2017 10:32 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571532
Re: Development and Discussion
I think HF production problematically low. The problem really rears its head when you turn on fluids for infinite ores. It currently takes 10 HF to produce 10 jivolite ore. That 10 ore produces 250 fluoric waste water when floated, which makes 25 HF for a net of 15 HF. But you have to finish the cha...
- Thu Jun 15, 2017 3:19 pm
- Forum: Angels Mods
- Topic: How do you make mud?
- Replies: 10
- Views: 19346
Re: How do you make mud?
I had the exact same search. Even google didn't help me much. And it doesn't come up with mods like "What's it really used for?" Definitely, definitely put "mud" somewhere in the name of that pump. "Seafloor Mud Pump" is my vote.
- Thu Jun 30, 2016 3:08 pm
- Forum: Modding help
- Topic: Pumpjacks with two outputs
- Replies: 2
- Views: 1314
Re: Pumpjacks with two outputs
Hrm. That's problematic. I saw the tag on assembly-machines and such is “fluid_boxes” and takes an array. This is just “fluid_box”, and it won't take an array. The other thing I considered was installing a separator. But I don't want long-range pumping to be feasible. (Short range is fine, a feature...
- Thu Jun 30, 2016 1:40 am
- Forum: Modding help
- Topic: Pumpjacks with two outputs
- Replies: 2
- Views: 1314
Pumpjacks with two outputs
I'm playing with the idea of producing additional resources directly at a pumpjack (or similar extractor). I've got a resource defined to produce two things. This appears to work: results = { { type = "fluid", name = "thing-a", amount_min = 1, amount_max = 1, probability = 1 }, {...
- Mon Jun 27, 2016 10:37 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339673
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Excellent! Spawn rates are tricky to nail down, at best. The combination of subjectivity and randomness does not make for an easy evaluation.
- Mon Jun 27, 2016 9:45 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339673
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Aye. I'm crossing my fingers for something quick. Vanilla seems so... vanilla once you've bobbed about.
- Mon Jun 27, 2016 8:06 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339673
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Apparently, I skipped step 0, wait for release to verify that a problem exists. :P The stack size research will affect all types of inserters, with technology increasing the stack size capacity, and only intermittent levels increasing general inserter levels. Looks like the base inserters still get ...
- Mon Jun 27, 2016 6:44 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339673
Re: [0.12.x][v0.12.10] Bob's Logistics mod
So, most mods have only moderate changes in 0.13, but 0.13 brings semantic changes to the inserters that may require rebalancing. What's the plan in 0.13? The modules make higher speed inserters nearly mandatory, but the stack nerf is going to seriously hit the express inserter, which will significa...
- Sun Jun 26, 2016 4:45 pm
- Forum: Pending
- Topic: [Pending] Crash report
- Replies: 7
- Views: 3190
Re: [Pending] Crash report
Fair enough. I've seen intermittant issues with the video driver, but I'd been marking it up to a dodgy Windows 10 driver (started happening with the "upgrade"). I'll run a memtest when I get a chance to reboot.
- Sun Jun 26, 2016 7:40 am
- Forum: Pending
- Topic: [Pending] Crash report
- Replies: 7
- Views: 3190
Re: [Pending] Crash report
Seems it did it twice in a row: 0.001 2016-06-26 02:27:42; Factorio 0.12.35 (Build 18124, win64, steam) 0.001 Operating system: Windows 10 0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Read data path: C:/Program Files (x86)/Ste...
- Sun Jun 26, 2016 7:27 am
- Forum: Pending
- Topic: [Pending] Crash report
- Replies: 7
- Views: 3190
Re: [Pending] Crash report
Next crash: 0.000 2016-06-25 10:36:55; Factorio 0.12.35 (Build 18124, win64, steam) 0.001 Operating system: Windows 10 0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Read data path: C:/Program Files (x86)/Steam/steamapps/common/...
- Thu Jun 23, 2016 2:05 am
- Forum: Pending
- Topic: [Pending] Crash report
- Replies: 7
- Views: 3190
Re: [Pending] Crash report
1. Yes, it just crashed again. 0.001 2016-06-22 19:51:44; Factorio 0.12.35 (Build 18124, win64, steam) 0.002 Operating system: Windows 10 0.002 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.002 Read data path: C:/Program Files (x86)/Stea...
- Fri Jun 17, 2016 2:07 am
- Forum: Pending
- Topic: [Pending] Crash report
- Replies: 7
- Views: 3190
[Pending] Crash report
The game crashes every few hours for me. I'll post the reports when I see them. 0.001 2016-06-16 18:38:53; Factorio 0.12.35 (Build 18124, win64, steam) 0.001 Operating system: Windows 10 0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" ...
- Fri Jun 17, 2016 2:02 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
- Replies: 101
- Views: 82622
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
I have cool idea maby you can make your green house consume less power at day time and more at night because trees to grow need light at day time you have plenty sun light but at night you need turn on lights I'm not sure the existing mod API makes this easy. And I think it's ok to handwave some ba...
- Tue Jun 14, 2016 3:13 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
- Replies: 101
- Views: 82622
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Oh, certainly. I've no complaint about producing power from nothing. A greenhouse is, in large part, a very fancy solar array. :) I also have no problem with it well outstripping solar arrays (and indeed it should) because it produces lots and lots of pollution to burn it. I was just observing that ...
- Mon Jun 13, 2016 8:31 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
- Replies: 101
- Views: 82622
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
This is a natural module for your full suite. I particularly like the dynamic of needing to separate out wood from seedlings. There are some neat problem-solving areas there that aren't present in the base game. With the addition of wood, however, it's got me thinking... what else can one do with it...