Search found 11 matches
- Fri Aug 23, 2024 12:43 pm
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 22591
Re: Friday Facts #425 - Behind the legs
I think I agree that the old Spidertron movement looks better. Works great for the Pentapods, doesn't look nearly as good on a robot. It's kind of twitchy and jerky. It's lost some of what made mechanical and cool.
- Sat Feb 20, 2016 6:53 am
- Forum: Mods
- Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
- Replies: 26
- Views: 36917
Re: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
Thank you! <3
- Sat Feb 20, 2016 3:10 am
- Forum: Mods
- Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
- Replies: 26
- Views: 36917
Re: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
Sorry! Sorry! Sorry sorry sorry! I haven't had the time or motivation to get this fixed but it's done now, working for 0.12. Sorry!
- Wed Feb 18, 2015 2:36 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
- Replies: 26
- Views: 36917
Re: [MOD 0.11.x] Scalar - Scale your technology - v1.0.1
I use manual scaling of evolution because it would be slower than what i set it, i'm assuming 10x cost + 5x speed would be 50x slower when set to automatic?
Indeed, automatic would be 50 times. The 2 modifiers for count and time are multiplied, and all 3 evolution factors are reduced by the ...
Indeed, automatic would be 50 times. The 2 modifiers for count and time are multiplied, and all 3 evolution factors are reduced by the ...
- Sat Feb 14, 2015 6:00 am
- Forum: Mods
- Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
- Replies: 26
- Views: 36917
Re: [MOD 0.11.x] Scalar - Scale your technology
I still have a question.
He will explore the more than 2 billion packets? let's say 6-12 billion
Currently Factorio uses 32-bit integers to handle round numbers (even 64-bit Factorio), and the highest number a 32-bit integer can handle is 2147483647 , therefore multiplying numbers that are ...
He will explore the more than 2 billion packets? let's say 6-12 billion
Currently Factorio uses 32-bit integers to handle round numbers (even 64-bit Factorio), and the highest number a 32-bit integer can handle is 2147483647 , therefore multiplying numbers that are ...
- Fri Feb 13, 2015 10:29 am
- Forum: Mods
- Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
- Replies: 26
- Views: 36917
Re: [MOD 0.11.x] Scalar - Scale your technology
Does this mod works with mods like bob's mod?
Yes. The mod checks all techs currently active in your game and should increase/decrease all of them by the same factor.
Updated to v1.0.1 - Fixed a bug when used with the Infinite Research mod.
link in v1.0.0
Woops! I had the wrong link from ...
Yes. The mod checks all techs currently active in your game and should increase/decrease all of them by the same factor.
Updated to v1.0.1 - Fixed a bug when used with the Infinite Research mod.
link in v1.0.0
Woops! I had the wrong link from ...
- Fri Feb 13, 2015 5:43 am
- Forum: Mods
- Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
- Replies: 26
- Views: 36917
Re: [MOD 0.11.x] Scalar - Scale your technology
Updated to v1.0.1 - Fixed a bug when used with the Infinite Research mod.
- Thu Feb 12, 2015 6:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
- Replies: 26
- Views: 36917
Re: [MOD 0.11.x] Scalar - Scale your technology
I hope you don't take this as me trying to hype my own mod but just an alternative feature you might want to add to your own. I doubt that I'd be willing to work too much on my mod anyway.
Not at all. I value your input, esspecially when expressed politely. <3 And indeed that's an interesting ...
Not at all. I value your input, esspecially when expressed politely. <3 And indeed that's an interesting ...
- Thu Feb 12, 2015 10:44 am
- Forum: Mods
- Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
- Replies: 26
- Views: 36917
[MOD 0.12.x] Scalar - Scale your technology - v1.0.2
Scalar - Scale your technology
http://i4.photobucket.com/albums/y137/Merrith/scalar-image.png
Type: Mod
Name: Scalar
Description: A mod to scale technology costs and times with the option of scaling evolution with aim of extending the overall game time.
License: MIT Licence
Version: 1.0.2 ...
http://i4.photobucket.com/albums/y137/Merrith/scalar-image.png
Type: Mod
Name: Scalar
Description: A mod to scale technology costs and times with the option of scaling evolution with aim of extending the overall game time.
License: MIT Licence
Version: 1.0.2 ...
- Tue Jan 06, 2015 11:27 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
If you read this post a few hours ago, you would have seen a bunch a text describing how I was going about this. Well, whatever. I decided to whitewash it all and integrate my changes into AnodeCathodes' 1.0.5 version. No you're not going crazy. :P
I set myself to the problem of no spitter ...
I set myself to the problem of no spitter ...
- Sat Jun 14, 2014 9:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0][k] Construction Bots Place Damaged Items at Full HP
- Replies: 5
- Views: 3338
[0.10.0][k] Construction Bots Place Damaged Items at Full HP
Essentially, if you deconstruct a damaged building then place it back down (using bots) it receives a free heal. I've tried this with a dozen different buildings and they all work the same way.
How to Reproduce:
1. Deconstruct a damaged building with a bot
2. Place the building using a bot with no ...
How to Reproduce:
1. Deconstruct a damaged building with a bot
2. Place the building using a bot with no ...