Search found 38 matches

by jchardin64
Tue May 10, 2022 6:07 am
Forum: Ideas and Requests For Mods
Topic: Train tunnel idea
Replies: 2
Views: 274

Train tunnel idea

Okay, first off I know very little about modding in factorio. I know how to change recipes and technologies around, not much more than that, so if this idea is impossible please forgive me. It seems to me like it should be possible to make train tunnels work like this: --Place a tunnel on the map th...
by jchardin64
Mon Jan 31, 2022 6:50 pm
Forum: Duplicates
Topic: Bug in automatic underground belt placement
Replies: 1
Views: 318

Bug in automatic underground belt placement

Here's the initial setup:
initial.png
initial.png (646.08 KiB) Viewed 306 times
I'm going to extend the copper belt by dragging south over the iron belt. This is what SHOULD happen (according to common sense):
should.png
should.png (1022.27 KiB) Viewed 306 times
...but this is what happens instead:
instead.png
instead.png (1.29 MiB) Viewed 306 times
by jchardin64
Fri Jan 28, 2022 7:29 am
Forum: Ideas and Requests For Mods
Topic: Mod request/idea - Water strider
Replies: 4
Views: 699

Re: Mod request/idea - Water strider

I had a similar idea... not sure if it's possible, but basically you'd hide the bottom portion of the spider's legs as if it's wading in the water. Mostly I just want to put an end to that annoying thing where I use the remote to send it somewhere and then discover 10 minutes later that it never arr...
by jchardin64
Thu Jan 27, 2022 9:21 am
Forum: Ideas and Requests For Mods
Topic: [IDEA] Overheating reactor = damage
Replies: 1
Views: 278

[IDEA] Overheating reactor = damage

This is an idea I've been thinking about, and I wanted to see what others think. If people like it, maybe someone with some modding experience can do it, or possibly point me in the right direction to doing it myself. Basically: --A nuclear reactor that reaches maximum temperature will no longer &qu...
by jchardin64
Sat Jan 01, 2022 5:42 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Bigger spidertron (just graphically)
Replies: 2
Views: 384

Re: [REQUEST] Bigger spidertron (just graphically)

Thank you, I'll give that one a try
by jchardin64
Wed Dec 29, 2021 7:37 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Bigger spidertron (just graphically)
Replies: 2
Views: 384

[REQUEST] Bigger spidertron (just graphically)

If this already exists, I haven't been able to find it so please point me in the right direction if so. Basically I'm looking for a mod that just makes the spidertron about 2x bigger visually, so it's more believable that it would be able to step over oil refineries, straddle train tracks without ge...
by jchardin64
Wed Jun 23, 2021 4:40 am
Forum: Ideas and Suggestions
Topic: Save window geometry upon exit / Remember window positions / Store window size/location between games
Replies: 75
Views: 11897

In windowed mode, remember the window's previous position/size

I know the technology exists, I've seen it in most other games I play. Sometimes I like to play in a window on one side of my large monitor while another window is open on the other side. But every time I launch the game the window is automatically maximized and I have to adjust it to fit. This woul...
by jchardin64
Mon Feb 08, 2021 3:06 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 92901

Re: [MOD 0.14] Alien Biomes

Hi, I really like the look of some of the new biomes, but for some reason every time I generate a world it's always purple/blue? I've done about a hundred new maps with all terrain types enabled and never spawned on any other biome. I don't want to disable the purple/blue ones completely, I'm just w...
by jchardin64
Tue Feb 02, 2021 4:53 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 5
Views: 1059

[REQUEST] Per-spawner evolution

So basically I don't really like the way pollution/evolution work in the game. I've thought for quite a while about how to improve it, and this is what I've come up with: -- Pollution only affects spawners that it actually touches. This is to encourage keeping trees, water, and unpaved ground around...
by jchardin64
Wed Jan 27, 2021 10:55 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 105906

Re: [MOD 0.17.x] Modular Armor Revamp

Hi, any chance of updating this to v1.0?
by jchardin64
Fri Aug 14, 2020 5:54 am
Forum: Balancing
Topic: Productivity module balance
Replies: 27
Views: 5495

Re: Productivity module balance

I think you are underestimating what a big difference that is to a really big base though. To stay UPS efficient you want to avoid oversizing any output busses and things like extracting inserters. If the ratios changes then things are going to break or be non-optimally designed. And only UPS optim...
by jchardin64
Thu Aug 13, 2020 3:34 am
Forum: Balancing
Topic: Productivity module balance
Replies: 27
Views: 5495

Re: Productivity module balance

many moduled ratios/number of machines needed/rates would get messed up. Well, that's... kind of the point of making a change? I'm sorry that people would have to redesign BP's for maximum efficiency, but like I said they've made recipe changes requiring BP redesigns in just about every update in t...
by jchardin64
Thu Aug 13, 2020 1:26 am
Forum: Balancing
Topic: Productivity module balance
Replies: 27
Views: 5495

Re: Productivity module balance

I think that it’s too late to change. The devs aren’t (I hope) going to kill everyone’s blueprints with 1.0 I don't see a reason why it would kill BP's. Machines with blueprinted modules in them would still have those modules, they would just operate a bit differently when turned on (getting refund...
by jchardin64
Wed Aug 12, 2020 6:57 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 27560

Re: [0.18] Please post bugs and balance issues here.

Oil isn't *exactly* inexhaustible like water -- it does slow down over time. Another big difference is (for typical map settings) it's not available in nearly as many places on the map, so if nothing else it's more of a logistic problem to get it or its products to where they're needed. But I see w...
by jchardin64
Wed Aug 12, 2020 6:56 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 27560

Re: [0.18] Please post bugs and balance issues here.

Oil isn't *exactly* inexhaustible like water -- it does slow down over time. Another big difference is (for typical map settings) it's not available in nearly as many places on the map, so if nothing else it's more of a logistic problem to get it or its products to where they're needed. But I see wh...
by jchardin64
Tue Aug 11, 2020 9:10 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 27560

Re: [0.18] Please post bugs and balance issues here.

Should just be part of bobplates, unlocked by researching lead processing. Ah, I see. I hadn't even looked at that, assuming the tech was some remnant left over because I didn't have a corresponding Angel's mod. "I'm already making lead from Galena Ore, I don't need whatever alchemy this is.&q...
by jchardin64
Tue Aug 11, 2020 6:00 pm
Forum: Balancing
Topic: Productivity module balance
Replies: 27
Views: 5495

Re: Productivity module balance

Well.... again, not quite. Mechanically the problem with just increasing the speed penalty is that you still get the synergistic effects. In fact you make adding beacons and speed modules even more necessary to make prod modules worthwhile. And while you don't get the absolute increase on silos goi...
by jchardin64
Tue Aug 11, 2020 4:58 pm
Forum: Balancing
Topic: Productivity module balance
Replies: 27
Views: 5495

Re: Productivity module balance

So, for example, say we're working with gears. Two belts of iron in, 1.4 belts of gears out in either scenario. But: To get those 1.4 belts, with the current productivity setup, you need 22.5 crafting speed (aggregated among the assemblers). To get it with my proposed change, you'd need 40% more --...
by jchardin64
Tue Aug 11, 2020 4:47 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 27560

Re: [0.18] Please post bugs and balance issues here.

I think the base game changed the chemical science to use sulfur instead of a solid fuel block when they changed the basic oil processing recipe to only give PG, that could be what's throwing off the balance. Either way, Oil is supposed to be disposable, I wouldn't vent it personally, but use it as...
by jchardin64
Tue Aug 11, 2020 3:35 am
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 27560

Re: [0.18] Please post bugs and balance issues here.

You can vent petroleum gas. I know, and I could also build a large fluid burning power plant to burn it, but both of those seem wasteful. In a previous playthrough with this same modpack (more than a year ago) I was running with some refineries doing the sulfur recipes and some doing advanced proce...

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