Search found 2141 matches

by BlueTemplar
Sun Feb 21, 2021 11:53 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 804
Views: 102510

Re: pY Alien Life - Discussion

I assume this is the same issue as this one ? Hello guys, Accidentally I Ctrl-clicked a lab having moss in my hand. For my surprise moss was inserted as a module into a lab. So I wanted to quickly check what else can I insert into labs in map editor. Looks like you can insert any plant or creature. ...
by BlueTemplar
Fri Feb 19, 2021 10:25 pm
Forum: PyMods
Topic: Some small mistakes I found
Replies: 27
Views: 2913

Re: Some small mistakes I found

Isn't it kind of weird that Caravan Outpost Depot is available with the Auog 1 tech, but the Caravan recipe itself only a bit later, in Domestication 1 ?
by BlueTemplar
Fri Feb 19, 2021 9:46 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 239
Views: 43107

Re: pY Industry - Discussion

Mecejide wrote:
Sun Dec 22, 2019 4:12 pm
The shed and the storehouse have the exact same recipe and I don't think they are supposed to.
Yeah, also both Warehouse and Deposit have the same exact ingredients.
This is despite that for both pairs, one is much bigger than the other.
by BlueTemplar
Thu Feb 18, 2021 11:56 am
Forum: PyMods
Topic: Building idle sounds are very busy
Replies: 2
Views: 408

Re: Building idle sounds are very busy

I assume that sparr might have wanted to suggest for the buildings to not make any sound at all when idle ?
(Isn't it how it works in vanilla ?)

This issue has actually been bothering me too a little bit, but not enough to report...
by BlueTemplar
Thu Feb 18, 2021 11:33 am
Forum: PyMods
Topic: Resource gen settings
Replies: 21
Views: 1751

Re: Resource gen settings

Anyway, what are people using now with Py ? RSO or no RSO ? What kinds of settings ? In my new game I went with RSO on default settings – (didn't realize that resource generation had been fixed) – and with 50%/50%/50% on all resources (I like this setting because in vanilla it kind of approximates t...
by BlueTemplar
Thu Feb 18, 2021 11:17 am
Forum: PyMods
Topic: Resource gen settings
Replies: 21
Views: 1751

Re: Resource gen settings

Well, depends on how infrequent and big you want your resources (and water?) to be - even RSO would hit limits at some point. Just a single, hopefully representative, example of a "Rail World squared" settings : lowest frequency (16.5%) and highest size (600%) 0.18.2 vanilla resource gene...
by BlueTemplar
Thu Feb 18, 2021 10:19 am
Forum: PyMods
Topic: Can't help but feel I screwed something up...
Replies: 26
Views: 2612

Re: Can't help but feel I screwed something up...

Well, here are my current Py mods, no updates available. Factorio version 0.17.79 py versions.PNG I don't know what happened there exactly for you, but raw nexelit from tailings was already available as a recipe with py for the latest 0.16 version of factorio. When you get these kind of recipe miss...
by BlueTemplar
Thu Feb 18, 2021 9:47 am
Forum: PyMods
Topic: Thanks, Py, and a couple of ideas.
Replies: 19
Views: 2514

Re: Thanks, Py, and a couple of ideas.

I'm all with you for adding an early burner stage to the game, but not being able to handcraft most components is a hard *nope* for me. God knows if engines aren't annoying enough already ! (You can always *choose* to play 'lazy bastard'-style if you *want* to...) Generally, I think it's a bad idea ...
by BlueTemplar
Thu Feb 18, 2021 9:42 am
Forum: PyMods
Topic: Thanks, Py, and a couple of ideas.
Replies: 19
Views: 2514

Re: Thanks, Py, and a couple of ideas.

factoriogame1121 wrote:
Wed Dec 02, 2020 6:09 pm
A strategy of playing with many congested pipelines seems to me to devalue the whole process of the game.
You might be interested in this mod :
https://mods.factorio.com/mod/belt-overflow
Image
by BlueTemplar
Wed Feb 17, 2021 11:53 pm
Forum: PyMods
Topic: Rubber red science balance
Replies: 2
Views: 296

Re: Rubber red science balance

The issue is that, while the optional stopper / transport belt / engine recipes are available at mid/late-red science, the better (?) rubber recipes which might (?) make them worth it are only available *quite* a bit (as you say) *later* : - the "next" one is at coal processing 2 (60 green...
by BlueTemplar
Wed Feb 17, 2021 11:30 pm
Forum: PyMods
Topic: pY Pollution & Energy (Unofficial)
Replies: 29
Views: 4385

Re: pY Pollution & Energy (Unofficial)

Thank you a lot for this mod ! I see that you've tried to rebalance power house / combustion mixture / combustion turbine. Yeah, they were not worth it (at least in red/green science part of the game) in 0.16 already... (before even the 0.17 vanilla change that divided all pollution values by ~60 ac...
by BlueTemplar
Wed Feb 17, 2021 11:40 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 804
Views: 102510

Re: pY Alien Life - Discussion

Split rubber into its own thread, as the alternate yellow belt and engine unit recipes the Rubber tech unlocks are concerned too :
viewtopic.php?f=219&t=96253
by BlueTemplar
Wed Feb 17, 2021 11:39 am
Forum: PyMods
Topic: Rubber red science balance
Replies: 2
Views: 296

Rubber red science balance

Split from the PyAL thread : https://forums.factorio.com/viewtopic.php?p=538268#p538268 [...] Here's another one that looks questionable : Starting rubber stopper recipe vs rubber tech - unlocked rubber stopper recipe : Screenshot from 2021-02-16 17-18-16.png Screenshot from 2021-02-16 17-19-09.png ...
by BlueTemplar
Tue Feb 16, 2021 9:16 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 804
Views: 102510

Re: pY Alien Life - Discussion

In which situation would you prefer to have 1.25 coal rather than 0.25 Titanium, 50 Aromatics, 50 Tar/CrudeOil ? (and ~6 MJ, but this might change) Unless you're talking about green science and better rubber recipes, but then why put the (not-)'better' rubber stopper recipe in the same red science t...
by BlueTemplar
Tue Feb 16, 2021 4:20 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 804
Views: 102510

Re: pY Alien Life - Discussion

what rat scince iteration is this 5?
??

----

Here's another one that looks questionable :
Starting rubber stopper recipe vs rubber tech - unlocked rubber stopper recipe :
Screenshot from 2021-02-16 17-18-16.png
Screenshot from 2021-02-16 17-18-16.png (73.79 KiB) Viewed 1141 times
Screenshot from 2021-02-16 17-19-09.png
Screenshot from 2021-02-16 17-19-09.png (205.2 KiB) Viewed 1141 times
by BlueTemplar
Tue Feb 16, 2021 1:14 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 804
Views: 102510

Re: pY Alien Life - Discussion

Hi, nice to see that you're still polishing this mod !

Is it normal that the cottongut red science recipe seems to be much worse than the starting red science recipe ?
Screenshot from 2021-02-16 14-11-13.png
Screenshot from 2021-02-16 14-11-13.png (92.09 KiB) Viewed 1159 times
Screenshot from 2021-02-16 14-12-16.png
Screenshot from 2021-02-16 14-12-16.png (199.05 KiB) Viewed 1159 times
by BlueTemplar
Thu Aug 20, 2020 10:42 am
Forum: Mods
Topic: [MOD 0.17] Auto Time
Replies: 9
Views: 1681

Re: [MOD 0.17] Auto Time

Here's an update for 1.0 (I just changed the version, seems to work).
by BlueTemplar
Mon Aug 17, 2020 7:07 pm
Forum: General discussion
Topic: DeathWorld SpeedRun
Replies: 4
Views: 804

DeathWorld SpeedRun

Has anyone managed to do all of the achievements in a single game on Death World ? Surely someone did, considering that a normal game speedrun record is under 2 hours these days... but I didn't find any ! Meanwhile, I can't manage to even beat "Getting on track like a pro" : One attempt, i...
by BlueTemplar
Mon Aug 17, 2020 6:35 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 65172

Re: Version 1.0.0

Congratulations for reaching 1.0.0 !
Image
by BlueTemplar
Fri Feb 07, 2020 8:15 pm
Forum: Balancing
Topic: Add Extra Despawn Timer to Higher Armour Tiers?
Replies: 23
Views: 2062

Re: Add Extra Despawn Timer to Higher Armour Tiers?

Again, you *have* to take multiplayer into account even if only a tiny fraction of player time is spent on it...

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