Search found 18 matches

by pjf
Mon Apr 16, 2018 11:30 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 181
Views: 28500

Re: [MOD 0.15.x] Mining Space Industries

Never used github. How does it work ? And how to release mod versions with github ? If you're new to git, then https://try.github.io/ is a really good place to start. There's a bit of a learning curve, but git is pretty amazing in terms of what it can do as a change-management system, and for allow...
by pjf
Fri Apr 13, 2018 11:20 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 181
Views: 28500

Re: [MOD 0.15.x] Mining Space Industries

I agree that text should be more clear. But that needs coding... And I´m lazy. Hehehe
I don't suppose you're using github at all? I'd be very happy to send in typo fixes and modest coding suggestions as pull requests.
by pjf
Fri Apr 13, 2018 1:08 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 181
Views: 28500

Re: [MOD 0.15.x] Mining Space Industries

I'm really enjoying MSI; I hope you don't mind me giving more feedback, especially on what I'm finding to be enjoying the most. I've just found and recovered my first wreck, and that felt *really good*; the big timer is great, and the worms near it made it a more interesting challenge. However I fee...
by pjf
Fri Apr 13, 2018 12:03 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 181
Views: 28500

Re: [MOD 0.15.x] Mining Space Industries

Bug reporting time! Some of these may be working as intended, but I'm reporting them just in case they're bugs: It's possible for some of the starting wrecks to spawn in water. It's possible for some of the starting wrecks to spawn on ore patches. The initial rain of debris (leaving metal plates) ca...
by pjf
Thu Apr 12, 2018 2:51 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 181
Views: 28500

Re: [MOD 0.15.x] Mining Space Industries

This looks absolutely brilliant, and was just wondering about compatibility with Angel and Bob's mods? I've seen other people mention they're using them, but the info.json file doesn't seem to mention them either way.

Thanks in advance for what I'm sure will be an awesome playthrough!
by pjf
Thu Apr 12, 2018 5:00 am
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.4
Replies: 1526
Views: 504725

Re: [0.16] Sea Block Pack 0.2.6

I was only getting 8 crushed stone out from the 180 stone that would have to go in to make that much mineral water (Helmod says 1000 mineral water / second for 450 sludge for pure sorting). How are you processing them to get so much stone? Oh! You can also crush the geodes before dissolving them, w...
by pjf
Thu Apr 12, 2018 4:44 am
Forum: Mods
Topic: [MOD 0.16] Trade empire
Replies: 8
Views: 1843

Re: WIP: [MOD 0.16] Trade empire

This looks like a great concept! Have you considered having a building that allows you to repay or at least reduce the loan before reaching space capabilities? This might be a trading-pad where you can sell resources at a vastly discounted rate (since your bank is providing the transport to space). ...
by pjf
Thu Apr 12, 2018 3:39 am
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.4
Replies: 1526
Views: 504725

Re: [0.16] Sea Block Pack 0.2.6

Am I missing a recipe in a tech I don't have yet or do you really need this many electrolyzers? If you want to run four sorters at 100% capacity, then yes, that would require a require a lot of electrolyzers. Sixty doesn't sound unreasonable. It's worth noting that ores produce crushed stone before...
by pjf
Fri Apr 06, 2018 12:57 am
Forum: Mods
Topic: [MOD 0.16.x] Marathon Mod Continued
Replies: 4
Views: 927

[MOD 0.16.x] Marathon Mod Continued

Description Were you a fan of the original Marathon Mod , or Marathomaton , and wish you could play with them with Factorio 0.16.x? Well, wish no longer! I've been running my own custom branch of Marathon/Marathomaton for months. As Marathomaton hasn't been updated for Factorio v0.16, and I've been...
by pjf
Thu Apr 05, 2018 3:21 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3408
Views: 575049

Re: Development and Discussion

Is there a way to get acetone acid ? Like using sugar to create it ? Using green catalyst are too expensive for making bio plastic. I'm making bio-plastic by turning almost anything into a nutrient mush, and refining that into acetone. It's working a treat! There's a second pathway producing acetic...
by pjf
Wed Apr 04, 2018 2:08 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3408
Views: 575049

Re: Development and Discussion

Hey Angel, Just wanted to say that after a long break I've been playing with the new Bio Industries mod and it's been *fantastic*. Through a bit of exploring I got some bio-plastic running, which gave me just enough to plastic to make a handful of circuits, which in turn meant I could construct some...
by pjf
Tue Oct 03, 2017 6:02 am
Forum: News
Topic: Friday Facts #210 - Circuit connector module implementation
Replies: 41
Views: 11196

Re: Friday Facts #210 - Circuit connector module implementation

These look fantastic! Thank you so much, I'm very much looking forward to 0.16! As others have mentioned, I'd *love* to see some colour-blindness friendly options for the wires. They've always been a challenge for me to see. However rather than simply allowing the user to change the wire-colours, I'...
by pjf
Thu Jun 08, 2017 2:00 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3408
Views: 575049

Re: Development and Discussion

Just a tiny bug report on Logistics. Unexpected behaviour: The 'Cargo Robots 2' tech has a big storage chest, but the tool-tip describes it as 'Unknown key: "entity-name.angels-logistic-chest-storage"' when hovering over it in the tech tree. Expected behaviour: The chest has a name. :) Locale: Engli...
by pjf
Tue Jun 06, 2017 1:31 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 136
Views: 17337

Re: [0.14] What is it used for?

Just here to express unsolicited appreciation for Coppermine. I've been using What Is It Really Used For in my rebalanced Angel/Bob/Marathomation game and it's *amazing*. Seeing the code progress as I've been playing the last week or two has been wonderful, and the recent updates to show ingredient/...
by pjf
Sat Jun 03, 2017 8:17 am
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 6947

Re: [MOD 0.15.x] Marathon Mod Automated

Thanks faraway9912! You've probably noticed my steady stream of bug reports and pull requests as I play. :) Where I'm comfortable with the code, some suggestions will come in as PRs. I imagine not all of those suggestions are ones you'll want to accept, but the PR hopefully saves a step as it means ...
by pjf
Tue May 30, 2017 1:25 am
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 6947

Re: [MOD 0.15.x] Marathon Mod Automated

Thanks so much for this! I'm starting a new game with it now. Just one small logistics request; if you're willing, is there any chance you can enable issues on the github repo? I'm terrible at submitting and tracking bugs via forum, but great at submitting and fixing bugs via github. :) Many thanks ...
by pjf
Mon May 08, 2017 3:18 am
Forum: Energy Production
Topic: [0.8.x] Big solar farm
Replies: 49
Views: 132925

Re: [0.8.x] Big solar farm

/me casts raise thread. I *really* liked DaveMc W's layout, which includes walkways and space for a roboport, so here's a shareable blueprint for it. A huge thanks to DaveMc W for such a great design! 0eNqdmeuK2zAQhd9Fv51F1l15lbIUb1YUgy/Bl9IQ8u7NpZsWOiPr5FdIsL/ozBzNjOyz+OjWdJzaYRH7s2gP4zCL/bezmNsfQ9...
by pjf
Sun Jun 19, 2016 12:51 am
Forum: Mod-/Installation-Handling
Topic: CFAN - mod manager
Replies: 37
Views: 15057

Re: CFAN - mod manager

Holy smokes! I started the CKAN project, and I've been away from development for a little bit and only just discovered this! It makes me immensely happy to see a CFAN fork. :D :D :D

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