Search found 43 matches

by chlue
Fri Oct 25, 2019 8:27 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 10462

Re: Friday Facts #318 - New Tooltips

Regarding the new tooltips:

Is is really useful to print 'basevalue+bonus' in the tooltips? There is the nice separate screen to explore what kind of bonuses are researched anyways. So I think the tooltips would be easier to read by directly showing the sum.
by chlue
Sat Dec 23, 2017 6:00 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 16390

Re: [0.16] Teleportation

Hello, The personal teleporter equipment can be used everywhere in map view if zoomed in. I found this too powerful for 'exploring'. So I added a 'is_chunk_visible' check on the target location. This still allows quite fast travel by repeated small jumps within view distance and does not matter if t...
by chlue
Sat Dec 23, 2017 5:46 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Fuel
Replies: 18
Views: 7306

Re: [0.15, 0.16] Nuclear Fuel

Hello,

I suggest you add 'allow_decomposition = false' to the recipes in recipes.lua. This would stop the tooltips from suggesting spent fuel as ingredients. (maybe only needed on "breeder-fuel-reprocessing")

chlue
by chlue
Thu Sep 28, 2017 10:34 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Laser Tank
Replies: 1
Views: 884

Re: [MOD 0.14] AAI Vehicles: Laser Tank

Hello, I really like the concept of a laser tank, but in 0.15 the tank felt way to weak once I got him. So as outlined via PM, here is an updated version of the laser tank rebalanced against the 0.15 stock tank and the updated tank from bobmods: I did the following changes: - buffed the weaker stats...
by chlue
Tue Jul 19, 2016 7:57 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 222770

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.0

Hello TheSAguy, I have recently made a new play trough and was unhappy that the mineable worms were filling up the inventory at various health level, so I made this change which completely heals the worms upon mining. Due to only getting the exhausted variants it should not impede gameplay (would ob...
by chlue
Sat Nov 07, 2015 9:05 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 67313

Re: MOD [0.12.11+] Misanthrope 0.0.4 -- Better Biter Mechanics

Hello, I really appreciate some more interesting biter mechanics, but I am really not a big fan of seeing them favor line power poles and rail lines given that this can basically only be countered by manually taking care of rebuilding and makes the usual foolproof stragety "clean a big area and wall...
by chlue
Sun Nov 01, 2015 3:24 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 222770

Re: [MOD 0.12.x] Natural Evolution v5.0.3 - All things Alien!

Ok pull request for above change created on github. I playtested 200 big worms against a huge enemy base. Raised the evolution factor from 45% to around 55%, but 'Wormcreep' is definite possible like this and a lot of fun, but I think I didn't get enough alien artifacts back to place them again and ...
by chlue
Sat Oct 31, 2015 7:50 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 222770

Re: [MOD 0.12.x] Natural Evolution v5.0.3 - All things Alien!

Hello, I started a new game and tested the placeable worms in combat and the result was quiet underwhelming. So I have buffed them like this: - made cheaper - add resistance similar to armor (values from "basic-armor", "heavy-armor" and "power-armor") - doubled HP - increase selfhelf so they fully h...
by chlue
Mon Oct 26, 2015 9:52 pm
Forum: Mods
Topic: [MOD 0.12.10+] electric-discharge-mk2 0.0.1
Replies: 0
Views: 3716

[MOD 0.12.10+] electric-discharge-mk2 0.0.1

Type: Mod Name: electric-discharge-mk2 Description: upgrade to the electric discharge equipment License: MIT Version: 0.0.1 Tested-With-Factorio-Version: 0.12.10 Category: Alpha-->Item Download-Url: see attachment Website: *none* Long description Its basically just a copy of the normal electric-disc...
by chlue
Sun Oct 25, 2015 1:59 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 222770

Re: [MOD 0.12.x] Natural Evolution v5.0.2 - All things Alien!

I found 3 Terraformaing stations on the map, but the game currently only thinks you have 1. You need to force global.numTerraformingStations = 3. I feared that something like that can happen while playing around with your code. I propose to clamp the value of global.numTerraformingStations to 0 in ...
by chlue
Fri Oct 23, 2015 2:18 pm
Forum: Duplicates
Topic: [0.12.12] Crash on lua errors
Replies: 2
Views: 3344

Re: [0.12.12] Crash on lua errors

ups sorry. Yeah this is most likely already fixed then. I skimmed over the 'Resolved for the next release' entries, but that headline didn't got my attention. So its most likely save to move this to Duplicates.
by chlue
Fri Oct 23, 2015 2:06 pm
Forum: Duplicates
Topic: [0.12.12] Crash on lua errors
Replies: 2
Views: 3344

[0.12.12] Crash on lua errors

Hello with version 0.12.12 the game crashes for me whenever a lua error is encounterd. I have gradually tested different older versions and 0.12.6, 0.12.10 and 0.12.11 still trow error messages giving some indication what went wrong and in case of console commands keep the game running, so this was ...
by chlue
Fri Oct 23, 2015 12:58 am
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 105643

Re: MoMods: CoreMod Downloads

Hello, The updates for the handheld laser weapon does not show a text. You might consider the following lines to mocombat_0.5.5/locale/en/momod.cfg and co (btw the uk version has very strange content) [modifier-description] [code]laser-combat-player-damage-bonus=HandHeld Laser Weaponry Damage bonus:...
by chlue
Wed Oct 21, 2015 12:05 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 222770

Re: [MOD 0.12.x] Natural Evolution v5.0.1 - All things Alien!

Hello, Ok switched to 0.12.12 in the meantime. No new issues so far with v5.0.1 Regarding the terraforming station: Not sure hoe you gt to a evolution factor of 0? It should only start deducting once you're over 5% and the max deduction should only be then (0.000125 * 1) = 0.0002375. Not sure what I...
by chlue
Tue Oct 20, 2015 2:02 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 222770

Re: [MOD 0.12.x] Natural Evolution v5.0.1 - All things Alien!

Hello TheSAguy, I currently play with this mod and have some points to share: Note: I am still on 0.12.10 and version 5.0 of your mods Terraforming station : - In the function GetFactorPerTerraformingStation you got the loop wrong and as result you add up one station too much. You see this by having...
by chlue
Mon Oct 12, 2015 4:31 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 222770

Re: [MOD 0.12.x] Natural Evolution v4.4.0 - All things Alien!

Hello, I think there is something broken with the event handling in this mod. I tried to test the AlienControlStation, but nothing happened. After playing around with adding debug prints I came to the conclusion that the main event function which takes care of the mindcontrol and expansion behavior ...
by chlue
Sun Mar 29, 2015 1:28 pm
Forum: Mods
Topic: [MOD 0.11.x] Alien Temple
Replies: 16
Views: 13746

Re: [MOD 0.11.x] Alien Temple

Hello, for me the mod appeared overpowered too and I changed this: game.onevent(defines.events.onsectorscanned, function(event) if event.radar.name == "templev2" then game.evolutionfactor = game.evolutionfactor - 0.0002 end end) to this: game.onevent(defines.events.onsectorscanned, function(event) i...
by chlue
Sun Mar 29, 2015 1:08 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 21924

Re: [MOD 0.11.x] Ore processing

Hello, I have rebalanced version 0.5.5 for my play-trough. I guess my balancing is not really in line with your expectations, but I think it could be worthwhile to share it anyway :) Maybe you get some ideas from it. Basically the following changes were done: - changed recipe times, power req., numb...
by chlue
Sat Mar 21, 2015 3:16 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 105643

Re: [MOD 0.11.X] MoMods: MoWeather Fixes

Hello, I currently play with mocombat_0.3.92.zip in a multiplayer game and want to give some feedback what we have experienced so far: Tesla Tower: Yesterday we experienced the destructive power of the tesla turret. So far friendly fire resulted in the loss of: 2 tanks, 2 gates and one player :( I g...
by chlue
Sat Mar 14, 2015 1:18 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 21924

Re: [MOD 0.11.x] Ore processing

Hello, I briefly tried out the mod and found it overly expensive. After that I actually spend more time in calc to trow numbers around :roll: So what I came up with is, that with tier1 I get 23% additional output at the cost of around 10 times the energy and 22 times the pollution. Going for tier2 r...

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