Search found 15 matches

by thurak126
Tue Dec 06, 2016 2:21 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1359602

Re: Development and Discussion

I have been wondering, what is the main use of the smelting mod? It says to give increased yields from ore but what I see a lot of it is 5 ore goes in, goes through several different stages and 5 plates come out. EDIT: Just ran through it with copper, looks like I was not doing the maths properly. 1...
by thurak126
Sun Mar 20, 2016 12:12 pm
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 45833

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

One thing I have noticed is that the Gun Turret Mk2 does not remember its logistic requested items in blueprints, in 0.12.27 anyway, not tested in previous versions. Also do you have any plans for other types of x100 ammo, or just bullets and flamethrowers?
by thurak126
Sun Nov 22, 2015 4:16 pm
Forum: Modding help
Topic: Is it possible to access the players score?
Replies: 3
Views: 4359

Is it possible to access the players score?

I know you can use on_rocket_launched, but is there any way to get the players current score for if the mod is added after a player launches some rockets.
by thurak126
Sun Nov 22, 2015 1:54 pm
Forum: Mods
Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
Replies: 63
Views: 58600

Re: [MOD 0.12.11+]Useful Space Industry[0.2.2](16th October)

How much power is a single satellite supposed to produce?
by thurak126
Sat Aug 01, 2015 10:56 am
Forum: Mods
Topic: [mod 0.12.4]AdvancedEquipment v0.4.0
Replies: 53
Views: 51224

Re: [0.12.0]AdvancedEquipment v0.4.0

AdvancedEquipment_0.4.0.zip
(1.28 MiB) Downloaded 2578 times
This should work better with new power values in 0.12.
by thurak126
Wed Jul 29, 2015 2:33 pm
Forum: Mods
Topic: [MOD 0.12.1] UpgradedElectric
Replies: 7
Views: 16203

Re: [0.12.0] UpgradedElectric

dopemanis wrote:The upgraded roboport when you mine it or even when you deconstruct it with robots it becomes again a normal roboport!! bug?
Ok, just fixed it in 1.0.2
by thurak126
Sat Jul 25, 2015 10:03 am
Forum: Mods
Topic: [0.12.1] Mining Drill & Better ore storage
Replies: 0
Views: 4783

[0.12.1] Mining Drill & Better ore storage

Original post: https://forums.factorio.com/forum/viewtopic.php?f=87&t=7700 TiTaN_1.1.1.zip I have tweaked the 1.0.2 version of this mod, keeping the higher tiers of drill but also increasing their costs. The original mod does still work on 0.12 but is not listed under any 0.12 forum sections. 1....
by thurak126
Sat Jul 25, 2015 12:53 am
Forum: Mods
Topic: [mod 0.12.4]AdvancedEquipment v0.4.0
Replies: 53
Views: 51224

Re: [0.12.0]AdvancedEquipment v0.4.0

Thanks! I was about to make this myself, just finished making from scratch Mk3-Mk8 batteries when I thought wait, has someone already done this?

EDIT: Need to check numbers for batteries, Mk2 gives 500KJ, then Mk3 gives 10KJ, Mk7 giving 30KJ.
by thurak126
Sun Jul 19, 2015 11:43 pm
Forum: Mods
Topic: [MOD 0.12.1] UpgradedElectric
Replies: 7
Views: 16203

[MOD 0.12.1] UpgradedElectric

UpgradedElectric_1.0.2.zip Features: Adds 3 new tiers of accumulator Adds 3 new tiers of solar panel An improved Roboport - Drones recharge faster http://i.imgur.com/poDGOwc.jpg 1.0.2 - Fixed mining Upgraded Roboport giving the basic Roboport 1.0.1 - Fixed upgraded Roboport recipe 1.0.0 - Release U...
by thurak126
Tue Mar 31, 2015 11:38 am
Forum: Mods
Topic: [MOD 0.11.21] Upgraded Accumulators/Stuff
Replies: 6
Views: 13373

Re: [MOD 0.11.16] Upgraded Accumulators

Anyone is free to use and redistribute anything from this mod.

The mod is released as WTFPL http://www.wtfpl.net/about/

(Typing this on my phone, might add it to first post and tidy it up when i get on my PC)
by thurak126
Tue Mar 17, 2015 10:36 pm
Forum: Mods
Topic: [0.11.X] Expanded Robot Technologies
Replies: 13
Views: 20994

Re: [0.11.X] Logistic Robot Capacity Mod

It is possible to do more than +1 for each research if you want to. I did something like this over xmas. Not sure what a good research cost would be..
by thurak126
Thu Mar 05, 2015 9:03 pm
Forum: Mods
Topic: [MOD 0.11.21] Upgraded Accumulators/Stuff
Replies: 6
Views: 13373

[MOD 0.11.21] Upgraded Accumulators/Stuff

Upgraded Accumulators Download Link: https://dl.dropbox.com/s/met8m8rhiqmffmv/UpgradedAccumulators_1.0.6.zip?dl=0 This mod simply adds 2 new accumulators, an upgraded accumulator that stores 10 times as much as the basic one, and an elite that stores 100 times as much. Pictures: http://i.imgur.com/...
by thurak126
Tue Dec 09, 2014 6:06 pm
Forum: General discussion
Topic: Walls and base defense.
Replies: 1
Views: 1255

Walls and base defense.

I was wondering how the AI works with biters, if I was to completely surround my base with walls except for a small entrance surrounded with turrets, would they all go for that entrance, or would they try and eat through sections of the wall.
by thurak126
Mon Dec 08, 2014 4:26 pm
Forum: Modding discussion
Topic: More than one recipe for an item?
Replies: 2
Views: 4275

Re: More than one recipe for an item?

Ok, I think I have found all the relevant parts I will need.
by thurak126
Mon Dec 08, 2014 11:50 am
Forum: Modding discussion
Topic: More than one recipe for an item?
Replies: 2
Views: 4275

More than one recipe for an item?

Is there a way to make one item craftable in lots of recipes? eg. Turn both copper and iron into 'metal weight' as one recipe for copper and one for iron. I am thinking of making a mod but it would need about 20 - 50 recipes making one item.

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