Search found 20 matches

by spitfire_23
Thu Dec 06, 2018 3:48 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 706
Views: 29206

Re: pY Raw Ores Discussion

@kingarthur do you have a sense for which Bob's mods are made the most redundant by PyRO? Like maybe we should skip Bob's Ores and Bob's Plates but keep the rest?
by spitfire_23
Mon Nov 26, 2018 8:40 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 706
Views: 29206

Re: pY Raw Ores Discussion

MOAR everything. I hope people like that big work. Ive seen pyMods arent much played.
I think it just takes time to get the word out. I'm planning a big PyRO playthrough over Christmas (if it's out) for a bunch of Factorio veterans, and I was surprised none of them had heard of pyMods before.
by spitfire_23
Tue Oct 23, 2018 1:42 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1366
Views: 144727

Re: pY Coal Processing - Discussion

What's the philosophy for merging Bob's Mods? I'd personally want to avoid having two different ways of making stuff, e.g. I wouldn't want to choose between making Coke the Bob way or making it the pY way (I'd want the rule to be "just drop the Bob recipes when they have equivalents in PyRO").
by spitfire_23
Thu Oct 18, 2018 2:41 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 706
Views: 29206

Re: pY Raw Ores Discussion

If I can just share a balance concern: it seems possible that the higher tier processing for stuff like iron might not be worth it. You can do a whole lot of steps to get high grade iron, or you can just build a bunch of crushers, which is easier and will probably take up less space. This is a probl...
by spitfire_23
Sun Oct 14, 2018 3:41 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1366
Views: 144727

Re: pY Coal Processing - Discussion

Hey, I just started playing this mod with bob's mods, so maybe this a dumb question, but it seems like the crafting time for Wood is 15 seconds now? Is that expected? Having stuff like electrical poles take forever to craft is kind of unpleasant.
by spitfire_23
Tue Aug 15, 2017 5:01 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 2802
Views: 374897

Re: Development and Discussion

Hi, what are the correct ratios for steel? I'm seeing 1 steel plate as requiring 2 iron plates or 3 iron ingots -> 1 steel ingot -> 10 molten steel. This seems like a bug because the metallurgy version is basically strictly worse at those rates.
by spitfire_23
Sat Aug 05, 2017 1:03 am
Forum: Pending
Topic: [0.15.31] Crash when adjusting master volume (OS X 10.11)
Replies: 5
Views: 368

Re: [0.15.31] Crash when adjusting master volume (OS X 10.11)

I guess 'immediately quit to desktop' might be a better description than 'crash', although the difference is kind of subtle.

I had another one yesterday when changing a keyboard shortcut in the controls section of settings.
by spitfire_23
Fri Aug 04, 2017 4:46 pm
Forum: Pending
Topic: [0.15.31] Crash when adjusting master volume (OS X 10.11)
Replies: 5
Views: 368

Re: [0.15.31] Crash when adjusting master volume (OS X 10.11)

Game crashed again after clicking the 'pollution' overlay button on the map view. Had been playing without putting the game in the background for at least 30 minutes before this.

Log: https://gist.github.com/thurn/b1ee73647 ... b677864cd2
by spitfire_23
Thu Aug 03, 2017 6:44 am
Forum: Railway Setups
Topic: 3-way intersections: Throughput Compendium [Image heavy]
Replies: 8
Views: 5989

Re: 3-way intersections: Throughput Compendium [Image heavy]

To what extent can I just take one of the existing highly-ranked 4-way intersections and delete parts of it to get a good 3-way intersection? Does the throughput generally carry over?
by spitfire_23
Sun Jul 30, 2017 3:07 pm
Forum: Pending
Topic: [0.15.31] Crash when adjusting master volume (OS X 10.11)
Replies: 5
Views: 368

Re: [0.15.31] Crash when adjusting master volume (OS X 10.11)

Here's another one: https://gist.github.com/thurn/038fe77ff ... e124f670c0

This was from the main menu screen after keeping the game in the background for a long time -- could be related to backgrounding the app.
by spitfire_23
Sat Jul 29, 2017 5:12 pm
Forum: Angels Mods
Topic: Ore Sorting and the new "Expensive" recipe mode
Replies: 4
Views: 1453

Ore Sorting and the new "Expensive" recipe mode

Hey, I'm doing a playthough of all Angel's mods with the new Marathon-esque game settings introduced in 0.15 for expensive recipes and technologies. It seems that in this mode Ore Sorting is now much worse than directly smelting crushed ore, because e.g. Saphirite sorting requires 6 crushed Saphirit...
by spitfire_23
Sat Jul 29, 2017 4:51 pm
Forum: Pending
Topic: [0.15.31] Crash when adjusting master volume (OS X 10.11)
Replies: 5
Views: 368

[0.15.31] Crash when adjusting master volume (OS X 10.11)

I can't get this to reproduce consistently, but it's happened 3 times to me this morning. After playing for a while, I'll go to adjust the master volume and the game just immediately exits to desktop when I click 'Back', with no indication that a crash even happened. Logs don't seem to have anything...
by spitfire_23
Sat Jul 29, 2017 10:52 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 545
Views: 191603

Re: 4-way intersections: Throughput and deadlocks [image heavy]

hi, is there a version of this post for 3-way intersection throughput also?
by spitfire_23
Sat Jul 15, 2017 9:15 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 131323

Re: [0.15.x] Bob's Mods: General Discussion

I think there are a few holes in what should be allowed to have a productivity module applied to it right now, but... While you're at it, what is the deal with which fluids are considered intermediate products? Like, Ammonia and Nitric Oxide are not intermediate products, but Nitrogen Dioxide is? I...
by spitfire_23
Sat Jul 15, 2017 4:46 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 275
Views: 42166

Re: [0.12] Bugs, crashes & other issues

Hi, I'm getting this error in the 'remove stone' function with Factorio 15.30/FARL 1.1.6: https://i.imgur.com/59DyBGk.png I get that error after a few seconds of driving with mostly default settings. Adding "if product.probability ~= nil" seems to fix it. Using Bob's Mods, Angel's Infinite Ores, few...
by spitfire_23
Mon Jul 10, 2017 11:06 pm
Forum: General discussion
Topic: End game production view (Angel's + Bob's)
Replies: 14
Views: 2144

Re: End game production view (Angel's + Bob's)

I haven't got an active save right now to show you, but the best tool I've ever found for this kind of thing is Helmod (https://mods.factorio.com/mods/Helfima/helmod). The UI is pretty awful, but you can input your goal (e.g. 1 science pack/second) and it will compute what inputs you need, how many ...
by spitfire_23
Fri Jul 07, 2017 8:16 pm
Forum: General discussion
Topic: Megabase savefiles?
Replies: 1
Views: 972

Megabase savefiles?

I'd like to look at some savefiles for megabases in the multiple rockets-per-minute range, mostly to check out how they set up things like the train network. Is there a good source for finding this kind of thing?
by spitfire_23
Fri Nov 11, 2016 3:36 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 2802
Views: 374897

Re: Development and Discussion

Am I missing something, or is Lubricant extremely difficult to produce in Angel's Petrochem? I needed to set up an entire natural gas processing pipeline to get Residual Gas, and now I'm venting a bunch of other chemicals because I need way more Residual Gas for lubricant than anything else.
by spitfire_23
Sat Jun 25, 2016 3:21 am
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 51030

Re: [0.12.34] Modpack: Farlands v0.1.13

Quick Question: What technology unlocks science 3 (sacrificial atomic manipulators)? I can't find it in the maze of techs in the game now and ScienceCostTweaker is basically... not documented at all.
by spitfire_23
Fri Jun 24, 2016 3:56 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2065
Views: 204964

Re: Bugs & FAQ

Hey, I'm having some missing icon troubles with angelsprocessing_0.1.6. I've got several other mods installed mostly from the Farlands modpack (Bob's Mods, Science Cost Tweaker). The images for the "ore processing" techs have gone missing, as well as the alien artifact images. Anything obvious I cou...

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