Search found 124 matches

by XyLe
Sat Apr 23, 2016 12:27 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

Steam boiler mk2 uses more pipes and a steel furnace. Steam engine mk2 uses engines. I kinda like the recipes. It's 4 times the power compared to basic versions. So is the boilers mk2 still 50% efficient But scaled up to use and produce 4 times as much power? The limits on how much water you can pu...
by XyLe
Sat Apr 23, 2016 12:06 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

Why do the panels and accumulators scale so badly? like 1 mk3 pannel is wasting 540kw since it takes 25 panels to make. The only thing vanila panels require is space, which in free mode is unlimited. I'd like to have a more correctly scaled version of the mod. :P It's in the config file now. You ca...
by XyLe
Fri Apr 22, 2016 6:33 pm
Forum: Modding help
Topic: (technology): No such node (type)
Replies: 1
Views: 1464

Re: (technology): No such node (type)

yes, you're missing extra brackets in the "effects". hope that helps
by XyLe
Fri Apr 22, 2016 5:26 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

Honestly, I wrote it as x2 as pure accident, but the more I think about it, the more it feems like a good idea actually. I must admit that 512 and 1024 are just insane and probably result in tiny plants, which as you said is not the desired effect either. I have already decided to put it in the con...
by XyLe
Fri Apr 22, 2016 4:13 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

Sorry I meant to have everything x4, my mistake! :D So yeah, x4 x16 x64 x256 x1024 XD I totally get your point that x1024 is absolutely ridiculous, but for ginormous bases/other mods, why not I guess - especially if you can turn it off. How about making the top tier require a satellite? I know, it ...
by XyLe
Fri Apr 22, 2016 4:06 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

I'll make a config file which will allow you to turn advanced beacons and advanced furnaces off. Ok? Sounds good enough. Which still doesn't make them into electric producers or transmitters. The mod isn't called "electric producers or transmitters" though. It's about extended electricity...
by XyLe
Fri Apr 22, 2016 9:21 am
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

Beacons do not fit into an electricity oriented mod. Oh really? Did you know that productivity oriented factories actually spend 10 times more power on beacons than they spend on any other power consumers? When i play factorio beacons take so much power that the other stuff just doesn't count. If I...
by XyLe
Fri Apr 22, 2016 9:17 am
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

Yeah, one tier above purple so that purple isn't the final. Solving it graphically so that it isn't too similar to blue won't be so hard, trust me there. :P After all, it is just a static sprite, drawing things on top of it is really easy. Moving parts are a lot more tedious. Even the substation mi...
by XyLe
Fri Apr 22, 2016 8:24 am
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

The overall pattern seems to be something like: gray, yellow, red, blue, green, purple with some minor variations. Though I like the rainbow approach for ordering you suggested Xyle. I think you have really good points, the problem is we have to pick one approach, although i wouldn't mind posting d...
by XyLe
Thu Apr 21, 2016 4:57 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

I'm really qonfused now. But hearing that 2.0 will be out soon sounds great! Haha, sorry about that ))) i dunno what "OP" is. overpowered i'd assume... Ver 2.0 has an upgraded boiler and an upgraded steam engine. Just 1 tier tho. It also has 1 advanced furnace and 1 advanced beacon. The g...
by XyLe
Thu Apr 21, 2016 4:53 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

The different amount of tiers looks rather confusing to be, to be honest ... surprising, yes, but in a bad way :D ... and with the colour-coded levels, it just creates that disparity in top-tier colours which is just plain ugly and inconsistent. I don't think it was bad but alright, i see your poin...
by XyLe
Thu Apr 21, 2016 4:25 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

XyLe, can you link to my topic until you maintain it yourself? We are getting these posts all the time now. It would be less qonfusing if the OP contained a working link instead ofa faulty one. No i think i can't be bothered, coz 2.0 version is actually ready, so i think my thread will be updated v...
by XyLe
Wed Apr 20, 2016 12:05 am
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

I consider it useful as a mod, but I wouldn't consider it as a good idea to put it into the main game, there we will probably put something else eventually. And yes, they are hugely wasteful regarding to space, but it kind of makes sense, solar energy should be space inefficient. If you don't like ...
by XyLe
Tue Apr 19, 2016 11:41 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 67700

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

Sorry guys, I've been absent for a few months, i wasn't actually playing factorio, nor was i paying attention to the forums. I'm waiting for 0.13 now so i'm back for a few days to play some factorio and check out the last changes. The thing is - the last time i checked this mod it had about 3000 dow...
by XyLe
Sun Nov 15, 2015 9:01 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 92058

Re: [MOD 12.11+] Train Outposts

Remarkable effort! Thanks for sharing. To see exactly how much i like this mod i'm gonna need some time to play around with it =)
by XyLe
Sun Nov 08, 2015 10:33 am
Forum: Mods
Topic: Homeworld 0.5.2
Replies: 69
Views: 57179

Re: Homeworld 0.5.2

I played with this mod for a while. Really really cool idea, the effort is absolutely outstanding!

too bad it was discontinued...
by XyLe
Wed Oct 21, 2015 5:37 pm
Forum: Mods
Topic: [MOD 0.12.x] Extra Tool Belts 0.1.0
Replies: 25
Views: 32761

Re: [MOD 0.12.x] Extra Tool Belts 0.1.0

I find that unreasonable in vanilla game. I don't need to see that information, that's why i also put "upgrade = true" on vanilla logistics/automation/etc research. Makes the list more compact, with all my mods it's significant. Also it's not a secret that in vanilla game some of the prere...
by XyLe
Wed Oct 21, 2015 11:18 am
Forum: Mods
Topic: [MOD 0.12.x] Extra Tool Belts 0.1.0
Replies: 25
Views: 32761

Re: [MOD 0.12.x] Extra Tool Belts 0.1.0

data.raw["technology"]["toolbelt"].upgrade = true It appears by adding this (before the data:extend), it will not show the tech as being researched until all in the chain have been researched. Not sure if i am doing something wrong, but will be doing more testing. I'm not quite ...
by XyLe
Wed Oct 21, 2015 10:59 am
Forum: Mods
Topic: [MOD 0.12.x] Fast Filter Fill
Replies: 19
Views: 32948

Re: [MOD 0.12.x] Fast Filter Fill

Really cool idea for a mod, definitely worth checking out! Thanks for uploading!
by XyLe
Sun Oct 18, 2015 12:29 pm
Forum: Mods
Topic: [MOD 0.12.x] Extra Tool Belts 0.1.0
Replies: 25
Views: 32761

Re: [MOD 0.12.x] Extra Tool Belts 0.1.0

Perhaps you could show me how i can improve it? As far as the tech is concerned. sure, why not, just add this line: data.raw["technology"]["toolbelt"].upgrade = true And like 8 say, this is the first itteration of the mod so i cannot improve it without suggestions... i disagree,...

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