Search found 385 matches

by ukezi
Sat May 30, 2020 10:58 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1459
Views: 154813

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...
by ukezi
Sat Mar 14, 2020 6:06 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1709
Views: 614905

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 ...
by ukezi
Mon Jan 27, 2020 2:31 am
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 4994

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: 4994

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...
by ukezi
Sat Jan 25, 2020 10:12 pm
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 4994

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: 4994

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: 4994

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: 3376
Views: 445070

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: 3649
Views: 667292

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: 3649
Views: 667292

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.
by ukezi
Tue Jan 07, 2020 12:15 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 150731

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: 3649
Views: 667292

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: 1709
Views: 614905

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...
by ukezi
Thu Dec 05, 2019 4:00 pm
Forum: Gameplay Help
Topic: Train acceleration?
Replies: 2
Views: 421

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...
by ukezi
Thu Dec 05, 2019 3:10 pm
Forum: Gameplay Help
Topic: Train acceleration?
Replies: 2
Views: 421

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.
by ukezi
Mon Nov 25, 2019 12:35 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 150731

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...
by ukezi
Tue Nov 19, 2019 4:21 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 150731

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 ...
by ukezi
Mon Nov 18, 2019 10:39 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 150731

Re: [MOD 0.17] Industrial Revolution

As for uranium i don't have used them in my play but i would change the needed material from titanium to steel, because i don't get why titanium is used because use of depleted uranium is just the weight for more impact damage, and then conteracting this with use of lighter material. so now going o...
by ukezi
Mon Nov 18, 2019 2:07 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 150731

Re: [MOD 0.17] Industrial Revolution

I made a mod for burner radars https://mods.factorio.com/mod/ukezi_burner_radar and one to aligns the speed of short and long inserters by tier https://mods.factorio.com/mod/ukezi_inserter_speed_change There is a burner "radar" in IR 1.0.7, and the inserter speeds are also changing. Waiting for nex...
by ukezi
Mon Nov 18, 2019 12:05 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 150731

Re: [MOD 0.17] Industrial Revolution

I made a mod for burner radars https://mods.factorio.com/mod/ukezi_burner_radar
and one to aligns the speed of short and long inserters by tier https://mods.factorio.com/mod/ukezi_ins ... eed_change

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