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by septemberWaves
Sun Mar 08, 2020 7:29 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 659
Views: 64307

Re: pY Alien Life - Discussion

Apparently my comment came off as more hostile than intended. Apologies if it came off as accusatory, I was just trying to point out that there were inconsistencies in the tech dependencies and didn't know if u were aware. Sorry for the trouble. I do not think any hostility is assumed. The point is...
by septemberWaves
Sat Mar 07, 2020 4:09 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 659
Views: 64307

Re: pY Alien Life - Discussion

idk if this is intended or not but theres a decent number of times where you can unlock a recipe you can't actually utilize because you need some higher tier tech. Two examples off the top of my head are red science coke processing doesn't actually get you anything as you cannot craft the machine n...
by septemberWaves
Mon Feb 17, 2020 5:25 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 659
Views: 64307

Re: pY Alien Life - Discussion

trying to make ralesia. then I found I need cDNA, and all hell broke loose from there. ok so I need vrauks first, but the cocoon recipe need 7000s to craft...….? the crafting speed of the paddock is 0.01 which seems way wrong to me. and there is no need to breed my first vrauks in the creature cham...
by septemberWaves
Thu Feb 06, 2020 10:26 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 659
Views: 64307

Re: pY Alien Life - Discussion

I have a minor suggestion: a blood-splattered version of the limestone tile, for decorating around things like slaughterhouses.
by septemberWaves
Wed Aug 21, 2019 3:12 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1727
Views: 256650

Re: pY Coal Processing - Discussion

Wow, after 4 months, logic won I don't think it's too difficult to learn to use what little code is needed to make a mod for Factorio that does nothing besides patching other mods' recipes. As a general rule, rather than being rude about a mod developer's game balance and demanding that they fix th...
by septemberWaves
Sat Aug 03, 2019 11:43 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 659
Views: 64307

Re: pY Alien Life - Discussion

That new building gives me the impression that it's storing plans for the death star. I like the style of it, and I'm interested to see how this mod develops overall.
by septemberWaves
Mon May 13, 2019 7:45 am
Forum: Show your Creations
Topic: Angels Ore Processing Mk1
Replies: 8
Views: 1199

Re: Angels Ore Processing Mk1

I typically try to avoid buffering items except at I/O locations for bulk transport (typically trains). A large part of my factory design philosophy is the idea that if I cannot provide enough material for a machine array to be running constantly, I need to upgrade the production for that material. ...
by septemberWaves
Mon May 13, 2019 1:47 am
Forum: Show your Creations
Topic: Angels Ore Processing Mk1
Replies: 8
Views: 1199

Re: Angels Ore Processing Mk1

I have a suspicion that the ferrous and cupric routes may be very useful for players who do something like what I prefer to do with ore processing: using a complex sorting belt array and exploiting the prioritization ability of splitters to prioritize ore input from mixed ore sorting (after refineme...
by septemberWaves
Sat May 11, 2019 8:18 pm
Forum: Show your Creations
Topic: Angels Ore Processing Mk1
Replies: 8
Views: 1199

Re: Angels Ore Processing Mk1

Regarding ferrous and cupric sorting, the utility may vary. The most obvious benefit is that they provide you with one pure ore per mixed ore (none wasted as slag) without having to go as far as thermal refining. However, the ratios resulting from the process can be inconvenient. I have found an exc...
by septemberWaves
Tue May 07, 2019 1:18 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3094
Views: 390239

Re: Bugs & FAQ

I just tested electrode assembly and it works perfectly fine.
Image
It is worth noting that I have the full suite of Angel's mods and Bob's mods installed. I cannot attest to the behavior of the recipe if you lack any of those mods.
by septemberWaves
Mon May 06, 2019 1:24 am
Forum: Show your Creations
Topic: My very first Factory
Replies: 4
Views: 1022

Re: My very first Factory

I cannot tell from the image if you are doing this already, but in case you are not: Connecting the output chest of each assembler to the associated inserter with a circuit wire (red or green, either is suitable) is generally a better way to limit production than just limiting the inventory space of...
by septemberWaves
Fri May 03, 2019 2:15 am
Forum: Mods
Topic: MOD [ 0.17.x/0.18.x] Bio-Industries
Replies: 569
Views: 170299

Re: MOD [ 0.17.x] Bio-Industries

I am unsure if you are aware yet, but in case you are not: Bio Industries currently needs an update after the 0.17.35 update. Currently, the mod will prevent the game from loading because references to "player" were changed to "character" in the base game.
by septemberWaves
Wed May 01, 2019 11:33 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 66953

Re: [0.17.x] Bob's Mods: General Discussion

I'm sorry but when I see wires on belts something scream "waste of belts" and I run away ;) I'm usually using 5 electronic making machines in pyramid shape with output on sides directed to top/bottom. Don't have screenshot on hand atm. I designed the array so that I can use regular inserters. I hav...
by septemberWaves
Wed May 01, 2019 5:14 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 66953

Re: [0.17.x] Bob's Mods: General Discussion

https://i.imgur.com/YPRTnG9.jpg I just thought I'd share the compact setup I'm using for basic electronic boards. Easily tileable; six of the arrays (two are pictured) will almost fill one side of a grey belt; simple modifications to the output inserters to drop on the opposite side of the belt all...
by septemberWaves
Wed May 01, 2019 2:50 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3545
Views: 612482

Re: Development and Discussion

Whether oil and natural gas are used roughly the same amounts in-game partly depends on your factory. If the change is intentional (at least with default settings; I can see no reason for the enormous discrepancy in the RSO values), perhaps it is intended to encourage players to use Bio Processing a...
by septemberWaves
Tue Apr 30, 2019 5:24 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3545
Views: 612482

Re: Development and Discussion

isnt it basically same "stuff" just in different form. Oil and natural gas are not the same substance. Both are primarily composed of molecules classed as hydrocarbons, and both are major inputs for petrochemical processes, but they are not the same substance in different states. Natural gas is typ...
by septemberWaves
Fri Apr 19, 2019 11:08 am
Forum: Energy Production
Topic: Optimized Steam Engine Setup
Replies: 315
Views: 144732

Re: Optimized Steam Engine Setup

Well, that makes a lot more sense.
by septemberWaves
Fri Apr 19, 2019 10:28 am
Forum: Energy Production
Topic: Optimized Steam Engine Setup
Replies: 315
Views: 144732

Re: Optimized Steam Engine Setup

Seeing this old thread is quite a surprise. I did not realize the change to boilers and steam engines occurred over four years ago; I recall playing when the pumps:boilers:engines ratio used to be 1:14:10.
by septemberWaves
Sun Dec 23, 2018 2:43 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 223
Views: 32970

Re: pY Industry - Discussion

I don't think it's fair to expect everyone to use the high-resolution graphics settings. A lot of people can't afford a computer which can run games with mods and good graphics. The solution to a (minor, but still noticable) bug shouldn't be "use high-resolution graphics if you want it to work" unle...
by septemberWaves
Sat Dec 22, 2018 1:52 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1435
Views: 136021

Re: pY Raw Ores Discussion

Something which I recall from playing heavily-modded Minecraft is that it is apparently possible for lag to be caused by having too much RAM allocated (and I have some anecdotal evidence to support this). If Factorio is taking up 6.4gb of RAM try to just allocate 7gb (if that's possible of course; I...

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