Search found 8 matches

by Moffmaster
Sat Oct 07, 2017 4:26 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295441

Re: [MOD 0.15+] Xander Mod v1.3.0

I just failed for the third time and thought I would give a bit of a review. First time was clean install and default settings -> immediately overrun by biters due to smelting pollution Second time, I hid my initial base in a dense forest -> got overrun by medium biters after a couple of hours. Thir...
by Moffmaster
Sun May 28, 2017 10:03 pm
Forum: Mods
Topic: [MOD 0.12.x] Equalizer chests v1.4.0
Replies: 66
Views: 59642

Re: [MOD 0.12.x] Equalizer chests v1.1.4

Any chance for a port to v15 ?

I have Equalizer Chest in my 'defaul' mod list, and I would really miss it. Nothing really does the same as your mod does.

Moffmaster
by Moffmaster
Wed Mar 22, 2017 8:44 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Flow Cells
Replies: 2
Views: 1070

Re: [Idea] Flow Cells

That's a very nice idea!

I imagine flow cells will be better at storing large amounts of power in tanks, though their peak-power throughput is limited by the number of actual cells. So they would be a good nighttime storage solution for a solar-based energy system.
by Moffmaster
Fri Mar 17, 2017 12:57 pm
Forum: Ideas and Requests For Mods
Topic: "The first one is free", A simple fix for 'trash' items
Replies: 11
Views: 4848

Re: "The first one is free", A simple fix for 'trash' items

I just gave it a a test, and it works exactly like what I asked for. I still check the inventory for trash too often (out of habbit, I suppse), but it does make things much less of a hassle, especially for bigger mods. So thank you a thousand times for doing this mod! I'm very grateful! I put it in ...
by Moffmaster
Wed Mar 15, 2017 11:19 pm
Forum: Ideas and Requests For Mods
Topic: "The first one is free", A simple fix for 'trash' items
Replies: 11
Views: 4848

Re: "The first one is free", A simple fix for 'trash' items

Honestly, it doesn't really matter if it is #types or #types +1. Building it so that it notices the new item you are about to pick up and add a slot for it would be nice, but not strictly necessary for the basic concept. Usually, you would have a few free slots to put stuff you want to pick up. The ...
by Moffmaster
Wed Mar 15, 2017 2:52 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Energy Overhaul
Replies: 6
Views: 1906

Re: [Request] Energy Overhaul

I meant more from a gameplay perspective, than a realism one. With the mod, water has so much thermal energy capacity that it takes two minutes or so until a boiler has reached max temperature. So when setting up a new power plant, you have to wait rather long before it produces meaningful power, be...
by Moffmaster
Wed Mar 15, 2017 11:27 am
Forum: Ideas and Requests For Mods
Topic: [Request] Energy Overhaul
Replies: 6
Views: 1906

Re: [Request] Energy Overhaul

There already is a mod called increased water heat capacity that seems to solve the problem. My only issue would be that it may be a bit too generous (engines use almost no water). But it certainly does away with the ridiculous plumbing you had to do to feed the boilers.

Moffmaster
by Moffmaster
Wed Mar 15, 2017 10:45 am
Forum: Ideas and Requests For Mods
Topic: "The first one is free", A simple fix for 'trash' items
Replies: 11
Views: 4848

"The first one is free", A simple fix for 'trash' items

This is, I think a very simple to implement mod. Unfortunately, it is still above my own understanding of programming. For me, one of the most annyoing things in factorio is to deal with random 'trash' items that you tend to pick up. Like a piece of copper wire, an old wooden pole, an iron rod, an o...

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