Search found 8 matches

by DreadIron
Sun Apr 05, 2020 12:35 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 586431

Re: pY Coal Processing - Discussion

Glassworks fuel? Edit: It appears fuel liquids in PIPES show the value, but not in recipes/FNEI/Research screen. the building itself can also display the value Mine doesn't? It will if I have fuel in it, but that's beside the point. I want to find out what the fuels are worth so I can make decision...
by DreadIron
Sat Apr 04, 2020 9:16 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 586431

Re: pY Coal Processing - Discussion

The thing is like all buildings consume cca 1MW of power and glassworks 27MW. That is 1 order of magnitude more. How do you balance recipes when there is so much power difference? E.g. glass 1 making(Quartz making stage 1): I would rather make it with hot air than in glassworks. Sure you get more gl...
by DreadIron
Sat Apr 04, 2020 5:18 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 586431

Re: pY Coal Processing - Discussion

Isn't it a typo that glassworks now have 27MW consumption? That is major bottleneck early on. Like all syngas sinks to that and there is no left for turbines. I would say 6MW would be better. What do you think?
by DreadIron
Sat Feb 01, 2020 11:40 am
Forum: PyMods
Topic: Py and Biters
Replies: 6
Views: 2845

Re: Py and Biters

I play Py suite with https://mods.factorio.com/mod/PyPollutionFix + RSO, no other mods. As you may noticed, pollution generation in Py is broken (most buildings produce 0.06/m, even turbines which state in description that pollute a lot) I found reasonable settings the following: pollution factor do...
by DreadIron
Fri Jan 05, 2018 8:22 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 344204

Re: Friday Facts #224 - Bots versus belts

I like idea nerfing bots by take care about collisions (hello pathfinding!) add cooldown for grabbing/dropping item (like landing / take off) and allowing only x bots accessing the building (chest) tune power comsuption and other stats, make it costier (eg. add 2nd level of module) add acceleration ...
by DreadIron
Mon Oct 09, 2017 2:11 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1379271

Re: Development and Discussion

Hey guys,

what is in full suite of angels mods? I ask because some of mods are outdated :)
And one more question... Is it good idea to play marathon settings? Is it balanced?

Thanks!
by DreadIron
Fri Sep 01, 2017 11:21 pm
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 39406

Re: Friday Facts #206 - Workflow optimisation

So Jai Programming Language? You mean this? https://en.wikipedia.org/wiki/Jonathan_Blow#JAI_language Yes. So any distant future plans on recompiling Factorio into Jai and getting rid of .lua permanently? Also I'm curious if there will be other language for modding in future, mainly strongly typed? ...
by DreadIron
Sat May 13, 2017 5:33 pm
Forum: News
Topic: Friday Facts #190 - The quiet days
Replies: 68
Views: 36863

Re: Friday Facts #190 - The quiet days

I really like idea of automated combat. This is what this game needs to be complete. Assembly lines for robots fighting back with biters. The idea is that you will designate the area on radar where newly assembled robots would march. Let's say they will attack in groups of several units (this can lo...

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