Search found 15 matches

by tanelorn
Thu Dec 08, 2016 4:20 am
Forum: Mods
Topic: [MOD] LogisticsUtility
Replies: 33
Views: 26489

Re: [MOD 0.13.X] LogisticsUtility 0.0.5

As on 12 Dec 2016 your mod page still only shows 12x versions. When I install it manually Factorio refuses to activate it because of incompatibility.

The listing in the Factorio in game mod system shows it but Factorio can't find a version number so it refuses to install from the in-game menu.
by tanelorn
Wed Nov 30, 2016 4:24 am
Forum: Mods
Topic: [MOD 0.12.11+] Security Cameras
Replies: 13
Views: 27177

Re: [MOD 0.12.11+] Security Cameras

This is a great idea and I support it. But We need a smaller 1 tile camera, a better icon, and a bit wider viewing area. I've made some personal modifications on my end but I hope the mod developer will as well.
by tanelorn
Sat Nov 26, 2016 3:00 am
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63818

Re: Friday Facts #166 - Combat Revisit

I also STRONGLY feel that we need to put the MG turrets much farther down the tech tree. Give us some weaker starting turrets. The current MG turret is way OP considering its cheapness to build, its early access, and its energy independence. The Fallout turrets are a great example of good starter tu...
by tanelorn
Sat Nov 26, 2016 2:58 am
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63818

Re: Friday Facts #166 - Combat Revisit

I have felt from the beginning the enemies need to be slower but tougher. When they can all rocket across your screen so quickly it ruins the fun of defense. They can avoid your obstacles with ease. Everything happens so fast you can't really even watch it happen and react. Please consider slowing d...
by tanelorn
Wed Jul 20, 2016 11:44 pm
Forum: Balancing
Topic: Take the magic out of the ballistic turret
Replies: 13
Views: 5198

Re: Take the magic out of the ballistic turret

I think Ballistic Turrets are just fine as they are. They already require handling of ammo so we don't need any more difficulties with them. However research on them is pretty unbalanced. There is no single concept on it right now. Ballistic turrets are effected by both gun research and ballistic t...
by tanelorn
Mon Jul 18, 2016 10:49 pm
Forum: Balancing
Topic: Take the magic out of the ballistic turret
Replies: 13
Views: 5198

Re: Take the magic out of the ballistic turret

I am in favor of small generators for all that. For example KW Power mod has a coal powered steam generator. Small solar panels that come earlier in the tech tree, etc. Diversify your power grid by adding local producers which give you resiliance and handle the smaller needs like belts, turrets. etc.
by tanelorn
Mon Jul 18, 2016 10:47 pm
Forum: Modding help
Topic: code for radar range
Replies: 2
Views: 1446

Re: code for radar range

data.raw["radar"]["radar"].max_distance_of_nearby_sector_revealed = 3 ok that makes sense however these were set to 0 for the security camera. There is still an area covered by the camera though. its about 10 x 10 tiles. thing.energy_per_sector = "800kJ" thing.max_dist...
by tanelorn
Sat Jul 16, 2016 11:42 pm
Forum: Modding help
Topic: code for radar range
Replies: 2
Views: 1446

code for radar range

I did a forum search for this and I was suprised not to find anything on radar range codes. I got the security camera mod, which seemed really cool. A low energy short range scanner. But the scanning range is TINY and I'd like to beef up the range a bit. However, I didn't see any radius or dimension...
by tanelorn
Sat Jul 16, 2016 11:39 pm
Forum: Mods
Topic: [MOD 0.12.X] Scary Nights (Biter attacks increase at night)
Replies: 19
Views: 32223

Re: [MOD 0.12.X] Scary Nights (Biter attacks increase at night)

Any chance of a .13 compatible version now?
by tanelorn
Sat Jul 16, 2016 11:33 pm
Forum: Mods
Topic: [MOD 0.12.11+] Security Cameras
Replies: 13
Views: 27177

Re: [MOD 0.12.11+] Security Cameras

I really like this but I wish the area was about 2x as large. It's so small its generally useless plus the area seems offset from the placement location. I went into the code and didn't see anywhere where the scanning area is defined. Is it pulling from some predefined value? Can you tell me how I c...
by tanelorn
Sat Jul 16, 2016 8:07 am
Forum: Balancing
Topic: Biters: make them easier to maze, slower, tougher.
Replies: 4
Views: 3667

Re: Biters: make them easier to maze, slower, tougher.

Thanks I've got Misanthrope running right now! Biters are at 6% so haven't seen a lot of action. So far though they are still just attacking the walls...
by tanelorn
Sat Jul 16, 2016 8:06 am
Forum: Balancing
Topic: Take the magic out of the ballistic turret
Replies: 13
Views: 5198

Re: Take the magic out of the ballistic turret

TheDagmaar wrote:YAAAAAA! MORE TURRETS!!!
+1 for the idea BUT wrong forum section.
Um this is the ideas and suggestions forum...
by tanelorn
Sat Jul 16, 2016 2:27 am
Forum: Balancing
Topic: Take the magic out of the ballistic turret
Replies: 13
Views: 5198

Take the magic out of the ballistic turret

It does perturb me and feels very imbalanced that these giant 4 tile machine gun turrets are so cheap and require no power. Can't they at least require fuel? I would really be in favor of some more turret diversity when it comes to scaling up. Just like with all the manufacturing ramping up, I would...
by tanelorn
Sat Jul 16, 2016 1:42 am
Forum: Balancing
Topic: Biters: make them easier to maze, slower, tougher.
Replies: 4
Views: 3667

Biters: make them easier to maze, slower, tougher.

(note: I did search the first 100 posts here and in common suggestions and didn't see a similar thread) I've been playing Factorio for a year now and I've always been disappointed with our relationship with the biters. Their balance and behavior seems like a less than ideal choice for this game. For...
by tanelorn
Sat Jul 16, 2016 1:42 am
Forum: Implemented Suggestions
Topic: Random Idea regarding annoying forests
Replies: 6
Views: 1973

Re: Random Idea regarding annoying forests

Lol I love it!

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