Search found 388 matches
- Fri Jun 21, 2024 8:28 am
- Forum: Mods
- Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
- Replies: 20
- Views: 5597
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?
- 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: 589
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 ...
- 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: 9046
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. Suggestion...
- Sat May 30, 2020 10:58 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 488286
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 th...
- Sat Mar 14, 2020 6:06 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1084444
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 to ...
- Mon Jan 27, 2020 2:31 am
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 19945
Re: IR in 0.18
Take it as a compliment. People care about it. We are talking about it because we want to keep playing with it.Deadlock989 wrote: ↑Sun Jan 26, 2020 12:32 pmLess than a fortnight, and already the buzzards are circling the carrion.
- Sat Jan 25, 2020 10:20 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 19945
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 except...
- Sat Jan 25, 2020 10:12 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 19945
Re: IR in 0.18
He just vanished, set the mod to depreciated and had the thread closed.eradicator wrote: ↑Sat Jan 25, 2020 4:35 pmThe 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?
- Thu Jan 23, 2020 10:34 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 19945
Re: IR in 0.18
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.ZombieMooose wrote: ↑Thu Jan 23, 2020 7:03 pmYou can do anything for private use only. I can't recall any license objecting to that.
- Thu Jan 23, 2020 2:07 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 19945
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.
- Thu Jan 16, 2020 11:12 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1375375
Re: Bugs
Nope, that is base game. If that is an error this is the wrong place to report it.automator2 wrote: ↑Tue Jan 14, 2020 1:29 pmRemnant from fluid changes?
it should not be 10 instead of 1 ?
- Tue Jan 14, 2020 9:37 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1539350
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.
- Tue Jan 14, 2020 1:10 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1539350
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 others.
- Tue Jan 07, 2020 12:15 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399872
Re: [MOD 0.17] Industrial Revolution
Could you change the licence so that somebody else is allowed to?
- Mon Dec 09, 2019 11:34 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1539350
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.
- Thu Dec 05, 2019 10:43 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1084444
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 com...
- Thu Dec 05, 2019 4:00 pm
- Forum: Gameplay Help
- Topic: Train acceleration?
- Replies: 2
- Views: 1888
Re: Train acceleration?
https://wiki.factorio.com/Locomotive#Maximum_speed train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight) train_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight) train_speed = train_speed × (1 - air_resistance_of_fr...
- Thu Dec 05, 2019 3:10 pm
- Forum: Gameplay Help
- Topic: Train acceleration?
- Replies: 2
- Views: 1888
Train acceleration?
I would have expected a 1(locomotive)-2(carts) to accelerate exactly as fast as a 2-4. Why isn't that so? They should have the same power per weight and so on.
- Mon Nov 25, 2019 12:35 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399872
Re: [MOD 0.17] Industrial Revolution
Undoes the long handed red inserter nerf. Honestly I think they should have the same speed, but I think they both should be at 0.02 or even more. The base game decision to make long inserters 50% faster then short ones isn't really understandable for me anyway. Also the step from 0.014(Normal) to 0...
- Tue Nov 19, 2019 4:21 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399872
Re: [MOD 0.17] Industrial Revolution
Yes thats just what i mean..... My suggestion is making the Titanoum ammo not better as steel, maybe more range. It would also be sensible to remove Titanium ammo due to said reasons The uranium ammo uses a titanium ammo as base in it recipe -> that i would switch (back) to steel ammo as a base in ...