Search found 11 matches

by 5cript
Mon Apr 09, 2018 8:05 am
Forum: Mods
Topic: [0.16.x] Strange Matter 0.1.17
Replies: 13
Views: 7664

Re: [0.16.x] Strange Matter 0.1.11

The matter output can now be configured via the mod options window.
As well as a cheap research mode.
by 5cript
Sun Apr 08, 2018 12:52 am
Forum: Mods
Topic: [0.16.x] Strange Matter 0.1.17
Replies: 13
Views: 7664

Re: [0.16.x] Strange Matter 0.1.11

Uranium is now only 30% of the original price.
by 5cript
Sun Apr 01, 2018 10:21 pm
Forum: Mods
Topic: [0.16.x] Strange Matter 0.1.17
Replies: 13
Views: 7664

Re: [0.16.x] Strange Matter 0.1.11

Sorry for replying so late, as I am only active when playing myself. Wait what Beacons worked before? I would like to enable efficiency modules, but the reduction is way too hardcore. I dont think that it is tuneable. 1 Module is too much already, because 50% reduction is a lot. EDIT: Efficiency Mod...
by 5cript
Sun Feb 11, 2018 2:44 am
Forum: Mods
Topic: [0.16.x] Strange Matter 0.1.17
Replies: 13
Views: 7664

Re: [0.16.x] Strange Matter 0.1.11

Support for Bobs ores was now added.

Also rebalanced mod, so you can use it earlier to produce matter and to produce stone. Reduced prices for all ores, but reduced production of mark 2 fabricator, so you don't step to mark2 instantly anymore and skip mk1.
by 5cript
Sat Mar 04, 2017 2:52 am
Forum: Mods
Topic: [0.16.x] Strange Matter 0.1.17
Replies: 13
Views: 7664

Re: [0.14.x] Strange Matter 0.1.3

Can someone help me with balance regarding bob's ores and Uranium Power? I cannot even start on support, if the balance is wacko. (A Mk2 roughly creates 120 Artifacts/hour with 1000MW, or 1875 Iron/minute) Iron 1.6 Copper 1.6 Stone 1 Coal 1.6 Artifact 1500 Tin ? Bauxite ? Gold ? Galena ? Nickel ? Qu...
by 5cript
Sat Jan 21, 2017 1:04 am
Forum: Mods
Topic: [0.16.x] Strange Matter 0.1.17
Replies: 13
Views: 7664

Re: [0.14.x] Strange Matter 0.1.3

To be honest, I am not really into making advancing efforts, I also can't right now, my time is super tight (although I am sure it would just take a day for adding comp.) I will update it to the next version though as soon as its out. If anyone wants to contribute, look at github https://github.com/...
by 5cript
Fri Nov 25, 2016 2:26 pm
Forum: Mods
Topic: [0.16.x] Strange Matter 0.1.17
Replies: 13
Views: 7664

Re: [0.14.x] Strange Matter 0.1.3

Barrels are also missing.

Mod compatibility: This would boost this mods popularity by a large margin. I might do that somewhere in the future. I am pretty sure that it wouldn't take tooo much time to do.
by 5cript
Tue Nov 01, 2016 4:27 am
Forum: Mods
Topic: [0.16.x] Strange Matter 0.1.17
Replies: 13
Views: 7664

Re: [0.14.x] Strange Matter 0.1.3

Updated for version 0.14.x

Now featuring a mk2 Matter fabricator, that is faster and more efficient.
(EDIT: And of course ridiculously expensive :D)
by 5cript
Fri Jul 29, 2016 7:58 pm
Forum: Mods
Topic: [0.16.x] Strange Matter 0.1.17
Replies: 13
Views: 7664

Re: [0.13.x] Strange Matter 0.1.2

Well, it is very late gamey and to get stone from nothing (no aliens, small space etc), it would take quite some time, but it is possible. I will add a new version, if I feel like finishing it soonish. Adding a Mk2 Fabricator (for higher space efficiency) which is a 10 times power comsumption, 10 ti...
by 5cript
Thu Jul 21, 2016 9:13 pm
Forum: Mods
Topic: [0.16.x] Strange Matter 0.1.17
Replies: 13
Views: 7664

[0.16.x] Strange Matter 0.1.17

Type: Mod Name: Strange Matter Description: Ever wanted to convert Energy into matter? This mod lets you do this! License: MIT License Version: 0.1.5 Release: 2016-07-21 Tested-With-Factorio-Version: 0.16.23 Category: Gameplay Tags: Textures, Science, Gameplay, Strange, Matter, QCD Download-Url: htt...
by 5cript
Thu Jul 21, 2016 9:08 pm
Forum: Fan Art
Topic: A stunning Factorio Rube Goldberg Machine
Replies: 7
Views: 6808

Re: A stunning Factorio Rube Goldberg Machine

Amazing!

How long did it take you to make it?

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