Search found 45 matches

by emp_zealoth
Thu May 25, 2023 6:48 pm
Forum: Resource Spawner Overhaul
Topic: RSO Extra large starting area option
Replies: 3
Views: 981

Re: RSO Extra large starting area option

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Am I missing something?
I no longer see any option to go for the crazy starting area size
by emp_zealoth
Wed May 24, 2023 6:27 pm
Forum: Resource Spawner Overhaul
Topic: RSO Extra large starting area option
Replies: 3
Views: 981

RSO Extra large starting area option

Was it removed? Am I being blind? I could have sworn there was an option to multiply the size of starting area again (I did play on max on both vanilla generation and RSO multiplier). It seems some of the other starting area related options were removed too? I play omega scuffed Bob's/Angels maratho...
by emp_zealoth
Mon Sep 26, 2022 6:07 pm
Forum: Technical Help
Topic: [1.1.68] PrntScr produces weird results
Replies: 0
Views: 483

[1.1.68] PrntScr produces weird results

When i try to take a screenshot, Factorio's part most often comes out as just a black screen or partial (?). I have to try several times to get an actual screenshot (and sometimes it produces something that was on the screen ages ago, like a tech tree that was open before but was closed during the a...
by emp_zealoth
Mon Jan 03, 2022 12:57 am
Forum: Resource Spawner Overhaul
Topic: RSO regenerate/clear
Replies: 14
Views: 4409

Re: RSO regenerate/clear

I figured it out I changed the region size from 7 to 15 and for some reason that makes the /rso-clear /rso-regenerate not work in (what i assume) is the "starting area", which suddenly got bigger, due to region size change When I changed the region size back to 7 and ran /rso-clear or rege...
by emp_zealoth
Mon Jan 03, 2022 12:15 am
Forum: Resource Spawner Overhaul
Topic: RSO regenerate/clear
Replies: 14
Views: 4409

RSO regenerate/clear

I might be doing something wrong, but neither /c remote.call("RSO", "clear") or /c remote.call("RSO", "regenerate") seems to affect some of the chunks I've already visited, but not all. I could see ore patches changing on the outside of permament radar coverag...
by emp_zealoth
Tue Mar 09, 2021 2:58 am
Forum: General discussion
Topic: Building new Radars - minimap/map view
Replies: 3
Views: 1541

Building new Radars - minimap/map view

When you build a new radar, you can see the blue "no fog of war" squares, but only on the minimap Please, make it visible when placing from map view as well (like one can paste blueprints now) - it's an issue with modpack radars that tend to have higher tiers - the minimap view is simply t...
by emp_zealoth
Thu Jan 14, 2021 5:43 pm
Forum: Implemented mod requests
Topic: Allow hidden setting to always use the default_value
Replies: 9
Views: 4860

Re: Allow hidden setting to always use the default_value

I still don't understand. Could you finish out a hypothetical example, based on Angel's and Bob's ores? What would your third party mod be doing with Bob's ore settings? He wants his mod to overwrite Bob's mods setting to value he wants for Angel's mods to work nicely. I'm not sure if thats possibl...
by emp_zealoth
Thu Sep 10, 2020 10:21 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64227

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Is the mod abandoned?
I can't get Picked Blueprinter bp snapping to work, it's enabled in map settings but nothing happens when i press numpad keys :(
by emp_zealoth
Wed Jul 15, 2020 2:00 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215215

Re: Bugs & FAQ

Is it just kinda pointless way to try and get different gardens before mutation? Garden mutations should not exist anymore. Special gardens are now easier to (re)produce: Reduces requirement to explore big sections of the map for gardens Replaced Garden Mutation with Garden Cultivation, which is no...
by emp_zealoth
Wed Jul 15, 2020 1:47 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64227

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Hey, are there plans to bring back assembler-recipe-copy-to-logistics-request-paste multiplier option?
Pretty sure I checked everything and I couldn't find it
Cheers
by emp_zealoth
Sun Jul 05, 2020 1:21 pm
Forum: Logistic Train Network
Topic: [0.17/0.18] LTN Combinator
Replies: 104
Views: 58744

Re: [0.17/0.18] LTN Combinator

Is this mod abandoned? I've been getting this error for ages}
EDIT: I don't mean to sound accusatory/agressive, sorry if it comes that way
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by emp_zealoth
Mon Jun 15, 2020 11:06 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215215

Re: Bugs & FAQ

What is the point of new Garden Cultivation? I thought it was supposed to be a way to generate samples for research/upgrades, but if I did the math right, the process actually is net-negative on that. Actually giving us a way to reasonably generate samples from very little exploration would be a nic...
by emp_zealoth
Mon Apr 20, 2020 12:01 am
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 43325

Re: Friday Facts #281 - For a Few Frames More

God, started reading FFF again and this is exactly why you guys are so awesome. Just doing everything to make sure the game runs better and better
by emp_zealoth
Fri Jan 24, 2020 4:21 pm
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 64
Views: 23824

Re: [Mods for 0.18] Amator Phasma's Mods

Im still on 0.17.79 Also, the meteors have an annoying tendency to blow my base up every now and then lol, but it's kinda passable Btw, unrelated suggestions: Wood is really really hard to produce, since it's gated behind mud and it's crucial to research and basebuilding. I would suggest something l...
by emp_zealoth
Fri Jan 24, 2020 3:26 pm
Forum: Technical Help
Topic: Game looses focus (mouse/keyboard actions get ignored) [0.17.x]
Replies: 0
Views: 614

Game looses focus (mouse/keyboard actions get ignored) [0.17.x]

I've got a doozy. I'm on a Win10 system, i4790k, 32gb ram, 1070, two screens - one on DP and one on HDMI Ever since 0.17 came out I've been having a weird problem that doesn't happen with anything other on my PC. (And I kinda assume it's two sides of same coin) I get "sticky" keys (often s...
by emp_zealoth
Wed Jan 22, 2020 3:48 pm
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 64
Views: 23824

Re: [Mods for 0.17] Amator Phasma's Mods

Welp, whats wrong here? :D
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by emp_zealoth
Mon Dec 30, 2019 9:06 pm
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 64
Views: 23824

Re: [Mods for 0.17] Amator Phasma's Mods

Awesome, thanks! :D
by emp_zealoth
Mon Dec 30, 2019 12:33 am
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 64
Views: 23824

Re: [Mods for 0.17] Amator Phasma's Mods

I think it still migh be a little too expensive in terms of resources and definitely way too expensive in time/electricity consumption (I play with bob's right now, most bob's T2 machines need like 70 - 100 steel) Even after the buff 64 steel/min takes ~10MW of power (although granted, they generate...
by emp_zealoth
Sun Dec 29, 2019 4:16 pm
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 64
Views: 23824

Re: [Mods for 0.17] Amator Phasma's Mods

Um...I'm not sure what you mean
...With these changes the steel is a bit cheaper than vanilla: 1x iron-ore per steel-plate...
After the buff it takes 9 iron ore per one steel plate (36 iron in 4 steel plates out)
Did you mean to make the output 40 steel plates?
by emp_zealoth
Sun Dec 29, 2019 2:16 am
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 64
Views: 23824

Re: [Mods for 0.17] Amator Phasma's Mods

Can you please rebalance steel production? Dunno if it's expensive recipes bug, but it takes 46 iron ore, 15 crushed coke per 4 steel plates, as well as steelworks taking 1.5MW to run. Basically, to get to 1000 steel/min I'd need to feed it 1M iron ore every 90 minutes, like 250MW of power and stupi...

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