Search found 25 matches

by Ober3550
Mon Oct 15, 2018 11:32 am
Forum: Mod portal Discussion
Topic: Incorrect Download Count for Mod
Replies: 0
Views: 30

Incorrect Download Count for Mod

I've noticed for a while but wasn't sure if I cared enough to report it. I'm curious why the mod page accidentally gave me a couple thousand extra downloads to two of my mods "Ober3550's Science Overhaul" and "Infinite Technology Multiplier". I'm wondering if this is a bug or was done manually in or...
by Ober3550
Mon Sep 03, 2018 12:24 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 109
Views: 10162

Re: Friday Facts #257 - NPE/Campaign update

Nuclear has been split up to Uranium processing similar to what I did in my mod https://mods.factorio.com/mod/OberNuclear. My question is then, nothing was mentioned about uranium rounds. I personally feel like they can't normally compete with laser turrets since they sit behind a wall of so much re...
by Ober3550
Tue Aug 28, 2018 12:43 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 2766
Views: 351967

Re: Development and Discussion

This may be an odd request. But could you make the angels ore override for angels refining a mod setting rather than a forced configuration. I'm asking because I've made a modpack that includes both ore generation types between bobs and angels in order to make early game easier but end game harder b...
by Ober3550
Fri Aug 10, 2018 1:57 pm
Forum: Modding interface requests
Topic: Payload Category on Rocket Silo Launches
Replies: 3
Views: 138

Payload Category on Rocket Silo Launches

Basically just the title. Me and Lovely_Santa have been discussing developing our own mods that introduce more complexity and interesting mechanics around the rocket science in the game. If for example we want to create a small launch pad we have all the control over how we want to go about crafting...
by Ober3550
Wed Aug 01, 2018 7:38 am
Forum: Modding interface requests
Topic: Update Mods Individually
Replies: 3
Views: 174

Update Mods Individually

I tried searching through the forums to see if someone had already requested this. But the way the game is currently you can only update all mods and sometimes thats not the best sollution for overhaul mods. For example I've been working on my own mod that relies on bobs and angels (an older version...
by Ober3550
Tue Jul 31, 2018 4:37 am
Forum: Resource Spawner Overhaul
Topic: What's the best way to configure ores individually?
Replies: 1
Views: 440

What's the best way to configure ores individually?

Obviously there's already config files within the RSO mod that support a multitude of different mods. But I'd like to change things to my own liking for a particular modpack. What's the best way to change the ore generation so that RSO can use an outside mods settings for creating ores. Things like ...
by Ober3550
Thu Jul 26, 2018 2:52 pm
Forum: Modding help
Topic: Replacing all recipe ingredient with another.
Replies: 4
Views: 295

Re: Replacing all recipe ingredient with another.

Thanks! This was useful for fixing the two different concrete recipes in angels and vanilla!
by Ober3550
Thu Jul 26, 2018 1:38 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 2766
Views: 351967

Re: Development and Discussion

Angels. Have you considered rather than adding concrete and reinforced concrete instead just changing the recipes in vanilla to be yours and convert all the machines that require these to require the vanilla versions? I find this would be a good fix to when placing down the various concrete they tur...
by Ober3550
Tue Jul 17, 2018 11:57 am
Forum: Modding help
Topic: [DONE]I want to extract all Recipes in Game in Files
Replies: 11
Views: 791

Re: [DONE]I want to extract all Recipes in Game in Files

Just gonna leave this here for anyone else who comes along /c local recipas = {} for _, recipa in pairs( game.player.force.recipes ) do local recipadata = { name = recipa.name, category = recipa.category, ingredients = recipa.ingredients, products = recipa.products, energy = recipa.energy } recipas[...
by Ober3550
Wed Feb 07, 2018 6:46 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 84
Views: 33951

Re: [0.15] Space Extension Mod (SpaceX)

I've been putting together a modpack with science cost tweaker and the modifications to the low density structure from seablock but I've found everytime I load into the recipes seem to be incorrect as though they are not recognising bobs mods in the pack which is causing the recipes to be too cheap ...
by Ober3550
Mon Dec 18, 2017 3:38 am
Forum: Duplicates
Topic: [0.16.5] Crash when Removed Substation
Replies: 2
Views: 189

[0.16.5] Crash when Removed Substation

I was test-building a smelting array and decided I had more substations than I needed so decided to remove every second one. The game crashed twice.
Steps: Remove substation in the middle of two others.
They are not powered.
The game is running at 3x speed
by Ober3550
Tue Oct 24, 2017 11:33 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Ore-2-bus endgame beaconed design set perfectly saturated
Replies: 10
Views: 10518

Re: Ore-2-bus endgame beaconed design set perfectly saturated

This post is absolutely beautiful. You should give MojoD a shoutout to see your beautiful belt magic. Thank you so much for sharing these. I've been using several of them and really like them, especially the 2-belt smelting and steel. I figured out how to get red circuits without belt braiding. Snid...
by Ober3550
Tue Oct 03, 2017 1:51 am
Forum: Energy Production
Topic: 20GW Nuclear Reactor Design
Replies: 15
Views: 11003

Re: 20GW Nuclear Reactor Design

I have a similar design to this that pumps water from the inside out instead of bothering with any barrelling or high throughput pump magic and stuff. Just my choice though. The reactor design I have is my own spin on Hopewell's design and I use accumulators for fuel control. If you want I can help ...
by Ober3550
Tue Jun 20, 2017 2:16 am
Forum: Won't fix.
Topic: Productivity Modules and Smelters
Replies: 8
Views: 893

Re: Productivity Modules and Smelters

Do you happen to know how to do it? My Lua is very bad and it'd be handy for someone to just make something quickly. What's the minimum productivity increase you can do?
by Ober3550
Mon Jun 19, 2017 1:43 pm
Forum: Won't fix.
Topic: Productivity Modules and Smelters
Replies: 8
Views: 893

Re: Productivity Modules and Smelters

What would you suggest for a small moded fix? Add a small value of prod on the tick the machine stops?
by Ober3550
Mon Jun 19, 2017 9:59 am
Forum: Won't fix.
Topic: Productivity Modules and Smelters
Replies: 8
Views: 893

Re: Productivity Modules and Smelters

I don't get how the productivity bar not reaching the end after the theoretical bonus isn't a problem. I've managed to come up with a neat control system to manage creating steel in batches however around half of the furnaces still have the same problem. If the bar isn't reaching the end after 5 ite...
by Ober3550
Mon Jun 19, 2017 6:07 am
Forum: Won't fix.
Topic: Productivity Modules and Smelters
Replies: 8
Views: 893

Re: Productivity Modules and Smelters

I was on my phone previously but here is the afformentioned productivity bug.
by Ober3550
Mon Jun 19, 2017 2:27 am
Forum: Won't fix.
Topic: Productivity Modules and Smelters
Replies: 8
Views: 893

Productivity Modules and Smelters

So I know that recently a decision was made on how productivity is treated in smelters how they reset between craft types which really messes up the way that smart smelters work. There is a way to ensure that the effect works on copper and iron ore processing by limiting inserters to only insert 10 ...
by Ober3550
Sat Jun 17, 2017 1:40 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: [0.15] My first Marathon factory
Replies: 7
Views: 4479

Re: [0.15] My first Marathon factory

Nice base! I've personally managed to finally make 1 half of a yellow belt of each science 400/min and am now aiming for 1 half of a red belt. Wish me luck!
by Ober3550
Tue Jun 13, 2017 11:35 pm
Forum: Resolved Problems and Bugs
Topic: [15.10] [kovarex] Switching recipes in furnaces with Productivity modules gives strange results
Replies: 4
Views: 643

Re: [15.10] [kovarex] Switching recipes in furnaces with Productivity modules gives strange results

Fixed for 0.15.13. The bonus progress bar will reset whenever the recipe changes. I'm wondering how much of a hassle and or memory problem to store the productivity value of some of the products if not all. Because otherwise when going from something like iron to steel the output production will be...

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