Search found 392 matches

by ukezi
Sat Nov 23, 2024 12:54 am
Forum: Ideas and Suggestions
Topic: [2.0.21] Add energy stats to all grid based armor like power armor mech armor, spidertrons etc
Replies: 3
Views: 478

Re: [2.0.21] Add energy stats to all grid based armor like power armor mech armor, spidertrons etc


One consideration is that there would need to be a way for energy-producing equipment from mods to indicate what their min and max output is. I don't know whether that already exists.

I like the idea and would love to see it implemented!


That is going to really difficult, the variable ...
by ukezi
Sat Nov 23, 2024 12:42 am
Forum: Ideas and Suggestions
Topic: Aquilo bot construction priority
Replies: 0
Views: 407

Aquilo bot construction priority

On Aquilo my bots get quasi stuck constructing stuff. They have to place the ice platform, the concrete and the building. Those seem to get scheduled all at the same time. Then the bots go there, hover around because the lower layer isn't ready yet and run out of battery. Then they return to a robo ...
by ukezi
Tue Nov 12, 2024 9:58 pm
Forum: Ideas and Suggestions
Topic: Rail visualisation for ghosts
Replies: 0
Views: 128

Rail visualisation for ghosts

I would like to see the usual visualisations with rails, points to place signals, rail blocks, and the train positions behind signals and stations, also on ghosts. If I'm designing a station I want to be able to place ghosts without realizing later that I'm off by one.

Also when placing signals ...
by ukezi
Sun Oct 27, 2024 10:36 am
Forum: Duplicates
Topic: [2.0.11] Set recipe inserters gets stuck with waiting for source items
Replies: 4
Views: 910

[2.0.11] Set recipe inserters gets stuck with waiting for source items

I have a contraption making large power poles by setting two assemblers to feed it via circuits. However the inserters get stuck with waiting for source item while the item is present in the source assembler. My guess is it sees only the additional output slot, not the actual product slot.

How I ...
by ukezi
Fri Jun 21, 2024 8:28 am
Forum: Mods
Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
Replies: 20
Views: 6829

Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)

Hi. I would like to do a compatibility patch for ultracube, but you don't have a linked repo. How would you like to get the patch?
by ukezi
Sat Aug 05, 2023 7:23 pm
Forum: Modding interface requests
Topic: Add options for radius and color of the map hint for remotes
Replies: 2
Views: 757

Add options for radius and color of the map hint for remotes

Artillery remotes are currently doing an overlay on the map in red. There doesn't seem to be any options while modding to change the color, radius, or shape of that overlay.
I would like the option to adjust that, so that for instance if you are using mods with stronger weapons, like True Nukes, or ...
by ukezi
Sun Feb 27, 2022 4:12 pm
Forum: Implemented in 2.0
Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
Replies: 22
Views: 10771

Build and configure signal network from map view

You can do a lot of things form map view, but you can't change settings of buildings and you can't build circuit networks from map view at all.
The current work around, building and configuring them locally to copy and paste it over already build entities feels kind of clunky and awkward ...
by ukezi
Sat May 30, 2020 10:58 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 561886

Re: pY Raw Ores Discussion

I will make a bit of a review I'm playing with the set besides hightech eand alien as hightech's basic circuits was too big a chore.

The 15:120 ratio in iron and copper at the start is brutal. Especially with the 1:10 for for steel and the amount you need for the basic machines.

Then however then ...
by ukezi
Sat Mar 14, 2020 6:06 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1190839

Re: [0.18] Sea Block Pack 0.4.4


Does anyone know why we can not directly make charcoal from wood, but have to go through cellulose fiber to get there? It's nice that the chain exists, but seems like we should at least be able to go wood --> wood blocks --> charcoal (sawing them up), if not directly there.


The wood blocks seem ...
by ukezi
Mon Jan 27, 2020 2:31 am
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 21735

Re: IR in 0.18

Deadlock989 wrote: Sun Jan 26, 2020 12:32 pm Less than a fortnight, and already the buzzards are circling the carrion.
Take it as a compliment. People care about it. We are talking about it because we want to keep playing with it.
by ukezi
Sat Jan 25, 2020 10:20 pm
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 21735

Re: IR in 0.18



... I just largely ported it and it's quite easy.


Did you have to do anything with furnaces? After I ported everything (that threw errors) it appears that the only steel-age (arc) furnaces that are functioning were active at the time of rollup to 0.18. None of the others seem to accept input ...
by ukezi
Sat Jan 25, 2020 10:12 pm
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 21735

Re: IR in 0.18

eradicator wrote: Sat Jan 25, 2020 4:35 pm
ukezi wrote: Thu Jan 23, 2020 2:07 pm Because I just largely ported it and it's quite easy.
The big breaking changes haven't happend yet.

Has he officially declined to hand it over to another maintainer like he did with the stacking beltboxes?
He just vanished, set the mod to depreciated and had the thread closed.
by ukezi
Thu Jan 23, 2020 10:34 pm
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 21735

Re: IR in 0.18

ZombieMooose wrote: Thu Jan 23, 2020 7:03 pm You can do anything for private use only. I can't recall any license objecting to that.
I know that I can do it for my self and that I can't publish a patch but how about instructions to change it yourself? I suppose I could do it more general.
by ukezi
Thu Jan 23, 2020 2:07 pm
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 21735

IR in 0.18

It seems to me like deadlock abandoned the mod and doesn't want to port it to 0.18. As he published under no derivatives nobody else can publish a ported variant. However how is the licence situation about instructions to do it yourself? Because I just largely ported it and it's quite easy.
by ukezi
Thu Jan 16, 2020 11:12 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1598878

Re: Bugs

automator2 wrote: Tue Jan 14, 2020 1:29 pm Remnant from fluid changes?

it should not be 10 instead of 1 ?
Nope, that is base game. If that is an error this is the wrong place to report it.
by ukezi
Tue Jan 14, 2020 9:37 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1780948

Re: Development and Discussion

Regarding seablocks, trees were strong in 0.16 but the introduction of the saw blades in 0.17 nerfed that hard enough for power. Now it's only the way to make wooden boards because the algae way is gigantic.
by ukezi
Tue Jan 14, 2020 1:10 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1780948

Re: Development and Discussion


So, what did you find wrong with 0.16 ?

Also for 0.17
For me the balancing in Bio is not good at all. Some of the recipes are atrociously slow in comparison (especially the wooden boards), the tiers are not enough better for how complicated they are. Some variants are just plain better then ...
by ukezi
Tue Jan 07, 2020 12:15 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 458507

Re: [MOD 0.17] Industrial Revolution

Deadlock989 wrote: Sun Jan 05, 2020 6:19 pm it will not be ported to Factorio 0.18 by me.
Could you change the licence so that somebody else is allowed to?
by ukezi
Mon Dec 09, 2019 11:34 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1780948

Re: Development and Discussion

Fluid throughput isn't really much of a problem anymore, well besides of maybe water for nuclear reactors. As long as you put enough pumps and aren't using many 1000s of fluid/s it will be fine. Even then you can still put down two pipes.
by ukezi
Thu Dec 05, 2019 10:43 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1190839

Re: [0.17] Sea Block Pack 0.3.7


Are the mods in the downloadable seablock pack modified from their normal distributions at all? It wasn’t clear to me from the thread if I will get the same experience by just downloading the mods from the mod window vs downloading the zip from the first post. If the zip is just time stamping a ...

Go to advanced search