No worries ^^
Yes they work together; i just started a game with this mod and randomizer a few days ago and so far didn't encounter any issues.
Search found 108 matches
- Tue Aug 04, 2020 12:30 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
- Mon Aug 03, 2020 2:11 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
Re: [MOD 0.18.x] KenirasRandomRecipes
The problem is your expectations of what the mod does :P The mod is working as intended. The ingredients are randomized. 103 solar panels, 129 accumulators in the one screenshot - default is 100 for each. And all the other item properties like assembler speeds, inserter speeds, belt speeds etc. This...
- Mon Aug 03, 2020 11:02 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
Re: [MOD 0.18.x] KenirasRandomRecipes
Please check the mod is enabled. Also check in particular expensive items like the Satellite's recipe. Did you change any of the mod settings or are you default settings?
If the mod is actually not doing anything, please send screenshots of some recipes and the ingame mod menu.
If the mod is actually not doing anything, please send screenshots of some recipes and the ingame mod menu.
- Thu Apr 30, 2020 12:12 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 34305
Re: [MOD 0.16.x] Realistic Power
Thank you, the capacitor accumulator should now be unlocked when you add the mod to an existing save with the new release.
- Thu Apr 30, 2020 1:16 am
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 34305
Re: [MOD 0.16.x] Realistic Power
Thanks for the report, should be fixed.
- Thu Apr 16, 2020 9:26 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
- Wed Apr 15, 2020 11:22 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
Re: [MOD 0.18.x] KenirasRandomRecipes
I've thought about it, and maybe i'll do it at some point, but for now with my personal life it's not realistic i will be able to put in the time in the near future.
- Mon Apr 13, 2020 5:36 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
Re: [MOD 0.18.x] KenirasRandomRecipes
You really are testing this mod to its limits
You're correct, needs to be 32, new version up
You're correct, needs to be 32, new version up
- Mon Apr 13, 2020 1:00 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
Re: [MOD 0.18.x] KenirasRandomRecipes
Fixed and added
- Thu Apr 09, 2020 9:46 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
Re: [MOD 0.18.x] KenirasRandomRecipes
Thanks again for the reports, should both be fixed now.
Also glad you are having fun with this mod That is quite the grid
Also glad you are having fun with this mod That is quite the grid
- Tue Apr 07, 2020 7:14 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
Re: [MOD 0.18.x] KenirasRandomRecipes
Also fixed now.
- Tue Apr 07, 2020 5:44 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
Re: [MOD 0.18.x] KenirasRandomRecipes
Thank you for the reports.
Yeah there was some rounding that shouldn't have been there that rounded down rotation speeds etc to 0. My bad, should be fixed now. PLD also should have matching range values now and work again.
Yeah there was some rounding that shouldn't have been there that rounded down rotation speeds etc to 0. My bad, should be fixed now. PLD also should have matching range values now and work again.
- Tue Apr 07, 2020 12:44 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26177
Re: [MOD 0.17.x] KenirasRandomRecipes
Thanks for the feedback. Added all of those and more in new version
- Sat Mar 21, 2020 8:07 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 87500
Re: Friday Facts #339 - Beacon HR + Redesign process
I completely agree with IronCartographer. Basically all the redesigns look pretty on their own - but they suffer from the same issue that they're just...too much. They look too busy, too detailed. They demand attention. The lightning effect of beacons is one of the worst offenders for the beacons sp...
- Mon Feb 03, 2020 1:13 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 21811
Re: Friday Facts #332 - More sounds & Map color tweaks
Sorry if this sounds overly negative, but i am in the camp of *strongly* disliking a lot of the new sounds. As in, they actually cause me pain to listen to. The two big themes for my criticism are: inconsistency, and demanding attention. A lot of the sounds are just screaming for attention now which...
- Tue Jul 23, 2019 1:03 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 202184
Re: Friday Facts #304 - Small bugs; Big changes
Personally i really like the idea of having Basic Oil Processing only output heavy oil and make cracking available from the start. That and replacing red circuits in chemical science with something else so you don't need to produce plastic yet, or refine it into red circuits, which someone said was ...
- Mon Jul 01, 2019 7:13 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 34305
Re: [MOD 0.16.x] Realistic Power
Fixed in new version.
The issue was a new roboport entity for Compilatron that had different data structure to regular roboports, but was in the regular roboport category.
The issue was a new roboport entity for Compilatron that had different data structure to regular roboports, but was in the regular roboport category.
- Mon Jul 01, 2019 6:03 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 34305
Re: [MOD 0.16.x] Realistic Power
Is Realistic Power the only mod you have installed? What version of factorio are you running?
- Sun Jun 09, 2019 5:37 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 34305
Re: [MOD 0.16.x] Realistic Power
Basically that was just to not make steam power too OP due to the big solar nerf, and wasn't based on calculations for realistic fuel value per mass or anything like that. Solar is about the only thing i really tried to calculate right, and the rest i adjusted how i thought would either make sense o...
- Fri May 03, 2019 3:09 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 185664
Re: pY Petroleum Handling
I saw the "balance changes" to hot air recipes in the changelog, but i still don't know if it was intended that basically they all got removed?
See: https://i.imgur.com/oOwYCbk.png
See: https://i.imgur.com/oOwYCbk.png