Search found 49 matches

by lxl
Mon Mar 16, 2020 10:42 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1012025

Re: [0.18] Sea Block Pack 0.4.4

1) Seablock 0.4.4 zip contains the mod SeaBlock_0.4.3. The SeaBlock_0.4.4 is available per update.
2) Would it make sense to give brown algae a very small bruning value like 0.1J so we can remove it?
by lxl
Fri Mar 06, 2020 9:42 am
Forum: Off topic
Topic: [Research Survey] Replayability of triple S games
Replies: 3
Views: 4997

Re: [Research Survey] Replayability of triple S games

I submitted. Please take a look at my comments( on method).
Can you promise to publish your result here in this thread?
by lxl
Sun Mar 01, 2020 8:04 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 23676

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

It would be nice if the "more variable path finding" can also be included into main game.
by lxl
Sat Feb 22, 2020 1:09 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1012025

Re: [0.18] Sea Block Pack 0.4.1

Thank you for this wonderful and painful modpack.
by lxl
Sat May 12, 2018 6:34 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1012025

Re: [0.16] Sea Block Pack 0.2.7

So I also started seablock, on 0.16 with today updated bobs and angels. But right at the start I'm in research loop cycle ;) I have to build electromagnetism lab to fulfill "laboratory" research. under this research effects is unfortunately also lab construction core, which I need first t...
by lxl
Wed May 24, 2017 8:39 am
Forum: Show your Creations
Topic: Need for 0.15 "finnished" savegame
Replies: 2
Views: 2526

Need for 0.15 "finnished" savegame

Hello,

Can sb post a savegame of 0.15 where the rocket is launchable/launched?
Marathon prefered but normal is ok too.
I am going to trying to make a mod, and i need some information like iron/hr and total iron for a factory.
by lxl
Mon Mar 06, 2017 12:00 am
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 67241

Re: Friday Facts #180 - Map interaction

I'd like to be able to use blueprints and "redprints" from minimap.
by lxl
Mon Aug 22, 2016 9:22 pm
Forum: Off topic
Topic: Making memes about Factorio.
Replies: 48
Views: 52299

Re: Making memes about Factorio.

Image
by lxl
Sun Jun 12, 2016 5:28 pm
Forum: Mods
Topic: Endgame zerg rush [0.0.1]
Replies: 9
Views: 5482

Re: Endgame zerg rush [0.0.1]

What counts as "game over"? Does that mean that the attacks stop when you send up your a rocket or your first rocket? I implemented nothing/ it goes on forever until you delete the mod or the save game. What happens if I install the mod in an ongoing game with multiple silos, after I have...
by lxl
Sun Jun 12, 2016 10:31 am
Forum: Mods
Topic: Endgame zerg rush [0.0.1]
Replies: 9
Views: 5482

Re: Endgame zerg rush [0.0.1]

I am a traditonalist.. so i keep using the word rocket defense for silo;-).

The attacks keep going as long as there is a silo and the game isn't over.
I also disabled building a second silo if one already exists.
by lxl
Sat Jun 11, 2016 6:44 pm
Forum: Combinator Creations
Topic: Logic based brownout/night detector
Replies: 4
Views: 4830

Re: Logic based brownout/night detector

You already can control the inserters for the coal or small pumps for the water input.
by lxl
Sat Jun 11, 2016 6:20 pm
Forum: Combinator Creations
Topic: Logic based brownout/night detector
Replies: 4
Views: 4830

Logic based brownout/night detector

http://i.imgur.com/CUsAACv.jpg Left comparison: # if A==0 then A= 1 --> toggles permanently, if electricity is @ 100%. If energy is "yellow" then it will no longer toggle every tick. Middle Multplier: input * 1, Output B --> 1 step delay right comparison: if A == B --> no current (current...
by lxl
Sat Jun 11, 2016 4:32 pm
Forum: Bob's mods
Topic: reverted pipe size vs flow behaviour.
Replies: 6
Views: 3378

reverted pipe size vs flow behaviour.

Hey bob, The pipes work different(the opposite) as expected. I was wondering if i could increase the water ammount transported by using better pipes. First i put one pump,1 pipe, 1 tank in a row... nothing did happen. --> offshore pump is too slow to fill one pipe. Then i put 3 pumps at a straight l...
by lxl
Sat Jun 11, 2016 6:33 am
Forum: Mods
Topic: [0.12] JESUS CHRIST IT'S A TRAIN GET OFF THE TRACKS [1.0.1]
Replies: 26
Views: 17486

Re: [0.12] JESUS CHRIST IT'S A TRAIN GET OFF THE TRACKS [1.0.1]

But regular reloading is an essential part of the gameplay when trains are on the map...
by lxl
Sun Jun 05, 2016 9:22 pm
Forum: Mods
Topic: Endgame zerg rush [0.0.1]
Replies: 9
Views: 5482

Re: Endgame zerg rush [0.0.1]

The version is "stable/untested"
Has anybody tested/installed this?
Except that the update/s might drop due to the high number of biters moving there are no known problems to me(had it running for 3hrs). The "crash" due to area command is gone as i am avoiding it right now.
by lxl
Sun Jun 05, 2016 9:17 pm
Forum: Mods
Topic: [MOD 0.12.33+] Ressource Scanner
Replies: 5
Views: 3890

Re: [MOD 0.12.33+] Ressource Scanner

Oil support is difficult. I can figure out the existance of oil.. but i can't get the flow [oil/s ] I have the idea to create a circle of recipes --> range 15 --> range 50 --> range 120 --> range fullscreen? --> range 15. So the production menu will be the "gui". Or i could just create 3 d...
by lxl
Thu Jun 02, 2016 9:56 pm
Forum: Modding help
Topic: read out rocket %
Replies: 1
Views: 811

read out rocket %

I want to read the number "how much the rocket is finished" in the silo. Any idea how to access it? I tried to read the inventory, but i only get the ingedients.
by lxl
Thu Jun 02, 2016 9:06 pm
Forum: Mods
Topic: Endgame zerg rush [0.0.1]
Replies: 9
Views: 5482

Re: Endgame zerg rush [0.0.1]

I wonder if i should discuss above bug in the bug forum or not.. Altough it is caused by my mod, it does happen ("when a lot of units have an area command") and this situation isn't directly related to the mod. Can someone with a bit experience in modding make a recommendation if yes/no?
by lxl
Thu Jun 02, 2016 8:10 pm
Forum: Mods
Topic: [MOD 0.12.33+] Ressource Scanner
Replies: 5
Views: 3890

Re: [MOD 0.12.33+] Ressource Scanner

I hope u liked it. If you want more tiers of a fixed range, what range(s) would you propose? I'm not sure if i can change the range dynamic, because instead of active counting of ores the implementation of this mod is based on how mining drills are implemented. The range of a drill is defined during...
by lxl
Sun May 29, 2016 4:42 pm
Forum: Mods
Topic: Endgame zerg rush [0.0.1]
Replies: 9
Views: 5482

Re: Endgame rush mod

The video is goal, not status :mrgreen: Currently i have problems using the attack-area command. It does crash randomly. But it doesn't crash when the script runs, it crashes much later. The normal "one-target" attack command is bad because once the rocket launcher is mined, or destroyed i...

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