Search found 25 matches

by AK90
Sat Jun 13, 2020 9:19 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 83084

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

The new beacon doesnt fit in with the game, it looks too futuristic. I dont like it :(
by AK90
Tue Mar 17, 2020 4:48 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 28782

Re: Version 0.18.13

The new character GUI looks and feels amazing! Very good change :D
by AK90
Fri Mar 13, 2020 3:52 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 57245

Re: Friday Facts #338 - The (real) Character GUI

I cant wait for the new GUI. It look freaking EPIC!
by AK90
Sat Mar 07, 2020 10:05 pm
Forum: Ideas and Suggestions
Topic: Default Train waiting condition for the new temporary Station
Replies: 26
Views: 7975

Changing the default conditions of train Ctrl + L click (Temp stop)

TL;DR Changing the default condition that is set on a train when using the Ctrl + Left click to call a train to a temporary stop. What ? Have an option somewhere in the settings to allow us to change the default condition to the temporary train stop (Ctrl + Left click). I quite often use the tempor...
by AK90
Sat Feb 15, 2020 11:59 am
Forum: Balancing
Topic: Laser turrets vs Personal Laser Defense
Replies: 4
Views: 2534

Laser turrets vs Personal Laser Defense

Hello, Lets discuss the fact that Laser turrets has a lower damage compared to PLDs. PDLs: Less power usage, higher damage. 50.0 kj per shot Laser Turrets: More power usage, less damage. 800 kj per shot While this could have been to nerf the LTs it seems odd that the placeable turrets deal less dama...
by AK90
Fri Sep 13, 2019 3:29 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 71371

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Personally I think that NiceFill should be in the base game. Having a different texture for landfill looks, honestly, kinda dumb. Personal opinion please dont murder me xD
by AK90
Mon Jun 24, 2019 4:49 pm
Forum: Releases
Topic: Version 0.17.52
Replies: 18
Views: 16555

Re: Version 0.17.52

Heads up

Cloudflare is having issues today so any downloads might have issues because of that.
by AK90
Fri Jun 07, 2019 4:01 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 38515

Re: Friday Facts #298 - Demo upgrade for Stable

Raiguard wrote: ↑Fri Jun 07, 2019 3:06 pm This is all well and good, but I am still DROOLING over the new character GUI that was introduced nine weeks ago. Is it still possible to include that in an upcoming experimental release? ;)
You are not the only one :P
by AK90
Fri Jun 07, 2019 4:00 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 38515

Re: Friday Facts #298 - Demo upgrade for Stable

Klonan wrote: ↑Fri Jun 07, 2019 12:00 pm
AK90 wrote: ↑Fri Jun 07, 2019 11:51 am Im confused. What are you trying to do with loaders? Remove? Integrate? Change?
They will be removed from the introduction campaign
Aha! Thanks for clearing that up :P
by AK90
Fri Jun 07, 2019 11:51 am
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 38515

Re: Friday Facts #298 - Demo upgrade for Stable

Im confused. What are you trying to do with loaders? Remove? Integrate? Change?
by AK90
Wed Jan 09, 2019 12:46 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: The biggest factory 10 000 science/min.
Replies: 18
Views: 23705

Re: The biggest factory 10 000 science/min.

I have a 12k SPM and vanilla default settings. All belts except ores, ores are brought in by long trains. Around 9UPS when fully running, 45UPS when science is stopped. I probably have one of the biggest cleared/walled areas. 280x550 chunks. The reason you are at 45UPS when idle is the explored map...
by AK90
Wed Oct 17, 2018 8:56 pm
Forum: Modding help
Topic: Portable Fusion Reactor Power output
Replies: 7
Views: 3186

Re: Portable Fusion Reactor Power output

That's a single line: data.raw["generator-equipment"]["fusion-reactor-equipment"].power = "750kW" Cheers mate! Could you also supply the code for personal roboport MK2 recharge rate? I would like to tinker with that as well :D The whole code of personal-roboport-mk2-eq...
by AK90
Wed Oct 17, 2018 5:32 pm
Forum: Modding help
Topic: Portable Fusion Reactor Power output
Replies: 7
Views: 3186

Re: Portable Fusion Reactor Power output

eradicator wrote: ↑Wed Oct 17, 2018 9:38 am That's a single line:

Code: Select all

data.raw["generator-equipment"]["fusion-reactor-equipment"].power = "750kW"
Cheers mate!

Could you also supply the code for personal roboport MK2 recharge rate? I would like to tinker with that as well :D
by AK90
Wed Oct 17, 2018 9:04 am
Forum: Modding help
Topic: Portable Fusion Reactor Power output
Replies: 7
Views: 3186

Portable Fusion Reactor Power output

Hello After some in deep thought I have decided that the PFR doesn't output enough power and I want to change it. Question is, how does one do that? I downloaded some PFR related mods and looked at the code, now my head hurts! I have no skill what so ever in coding and was wondering if someone could...
by AK90
Wed Aug 08, 2018 9:21 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.43] Destroying cliffs with the help of ghosts
Replies: 5
Views: 4889

Re: [kovarex] [0.16.43] Destroying cliffs with the help of ghosts

kovarex wrote:Thanks for the report, it is fixed for 0.16.44 now.
Nice!
by AK90
Mon May 21, 2018 1:21 pm
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 66365

Re: Friday Facts #243 - New GUI tileset

I cant wait for the new UI, it looks sick :D
by AK90
Fri May 18, 2018 11:09 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: LilyRose's City Block base
Replies: 3
Views: 18213

Re: LilyRose's City Block base

I loaded this map on my PC at it hated me for it xD Cant get it above 18UPS, and thats on an Intel i7 CPU with 16GB of RAM. I cant imagine what its like to play on this! Fantastic looking base though :D
by AK90
Fri May 18, 2018 10:06 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.43] Destroying cliffs with the help of ghosts
Replies: 5
Views: 4889

Re: Destroying cliffs with the help of ghosts v0.16.43

Meddleman wrote:>create a several chunk x several chunk sized concrete blueprint
>throw one cliff explosives
Problems gone for a while ^^
Sadly it only works with cliffs that are connected :P
by AK90
Thu May 17, 2018 10:08 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.43] Destroying cliffs with the help of ghosts
Replies: 5
Views: 4889

[kovarex] [0.16.43] Destroying cliffs with the help of ghosts

Found this out from a friend, if you put a ghost BP down over a cliff and throw Cliff explosives it will kill the entire thing in 1 hit, observe: Lets say we want this long vertical cliff gone https://i.imgur.com/nmZHEnz.jpg Mark it with a BP of, say, concrete https://i.imgur.com/hQVLz5s.jpg And thr...
by AK90
Mon Jan 22, 2018 8:30 pm
Forum: Releases
Topic: Version 0.16.17
Replies: 53
Views: 32423

Re: Version 0.16.17

FactorioBot wrote:Fixes

[*]Fixed that blueprint strings wouldn't retain storage chest filters. (56875)

You are a God among Men!

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