Search found 67 matches

by Mernom
Fri Sep 06, 2019 11:06 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 9179

Re: Friday Facts #311 - New remnants 3

I'm afraid you are losing grip on the amount of mods there are. Thousands of small scripts, unbalanced tweaks and unknown gems. This mod will likely soon be buried beneath everything. I think you need some sort of way to sort this thing before it's too late. Minetest (opensource Minecraft with Lua ...
by Mernom
Sun Aug 18, 2019 4:31 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 913
Views: 94252

Re: [MOD 0.17+] Industrial Revolution (WIP)

In other words, it's probably about half as annoying as adding angelbob's to a vanilla game.

To another question, is the science pack progression tied to the metallurgy tier progression?
by Mernom
Sat Aug 17, 2019 6:51 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 913
Views: 94252

Re: [MOD 0.17+] Industrial Revolution (WIP)

No AngelBob compatibility :,( I'm pretty confident you would find Industrial Revolution + Krastorio + Space Exploration provided a sufficiently long game to satisfy... I'd rather patch in Bobs comp when this mod is done and it makes sense. Not abandoning my current save. Pretty sure it's NOT meant ...
by Mernom
Wed Aug 14, 2019 2:11 pm
Forum: Reika's Mods
Topic: Oreverhaul - Much more control over oregen and related progression
Replies: 1
Views: 985

Re: Oreverhaul - Much more control over oregen and related progression

Two questions: first, does this mod support multiple surfaces?
Second, does this mod allows to modify the resource multiplier of the origin point? To potentially have it already be treated as a fairly distant area.
by Mernom
Thu Aug 08, 2019 3:12 am
Forum: Releases
Topic: Version 0.17.63
Replies: 21
Views: 8442

Re: Version 0.17.63

Unless I miscalculated, the pre release announcement was less than 12 hours before the actual release? That's not much time for modders to fix stuff even without timezones being considered.

On top of that, it should still have been listed in the change notes. Since it IS a change.
by Mernom
Tue Aug 06, 2019 4:19 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 913
Views: 94252

Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

What's the AOE?
by Mernom
Tue Aug 06, 2019 4:09 pm
Forum: Releases
Topic: Version 0.17.63
Replies: 21
Views: 8442

Re: Version 0.17.63

Why is there no mention to changes to fluid box connections in entities? There definitely was some change, since several mods broke due to it.
by Mernom
Sun Aug 04, 2019 2:50 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 209
Views: 28986

Re: [MOD 0.16] Realistic Reactors

Is making underground heat pipes that behave like normal heat pipes even possible? To my understanding, there is no prototype that can transport heat AND act like an underground pipe. This type of thing would me to be implamented in the source code, or be done via script (like it was done here, exce...
by Mernom
Mon Jul 29, 2019 2:43 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 52581

Re: Friday Facts #305 - The Oil Changes

Just my 2 cents regarding the concern of promoting the 'worse' method of making solid fuel by unlocking only the gas recipe for it first: lock the light recipe behind a 'better fuel refining methods' tech. Done.
by Mernom
Sat Jul 27, 2019 11:19 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 52581

Re: Friday Facts #305 - The Oil Changes

Personally, I don't think that this oversimplification is a good idea. It doesn't fix the complexity jump of managing multiple products, it just puts it off. Plus, there's the new issue of new players just making a line in line out, since they're not aware that the other connections even exist. Mayb...
by Mernom
Sat Jul 27, 2019 11:03 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 913
Views: 94252

Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Isn't Sulphur a side product of 'lightening' oil products? AKA the cracking process? (IRL)
by Mernom
Thu Jul 25, 2019 4:02 am
Forum: Ideas and Suggestions
Topic: Mods marked incompatible should refuse to start the game
Replies: 1
Views: 98

Re: Mods marked incompatible should refuse to start the game

A pop-up in the main menu? Something sufficientvelocity different from the experimental warning though, so that the player doesn't click it off on instinct.

Or better off, add an option to tick off the experimental warning as well.
by Mernom
Sun Jul 14, 2019 10:21 am
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 14216

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

As most people have the game already, this advice might not help much: Buy the game in the factorio shop and if possible don't connect it to steam. If you buy the game on Steam, steam gets up to 30% of the price as rev share. 30% for little effort on their side. Ok, marketing and visibility are hig...
by Mernom
Sat Jul 13, 2019 8:33 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 14216

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

Arguing that they are the problem is like arguing that ebay is problem because someone stole your phone and sells through it. So... Let's say you sell cars. If someone drove a car up to your lot wanting to sell it to you (for you to then resell it to another), you consider it perfectly fine to just...
by Mernom
Fri Jul 12, 2019 8:13 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 14216

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

you gave them 2 days to process an inquiry about 66k $ and complain that they didn't reply yet? probably this strategy just affects sales after they released that news, but still, this does sound like g2a are the good guys. Even if you made 6600$ loss (330 games), you probably earned much more from...
by Mernom
Thu Jul 11, 2019 8:20 pm
Forum: Releases
Topic: Version 0.17.56
Replies: 38
Views: 6742

Re: Version 0.17.56

Why would this impact the rail bridge mod? Doesn't it only mess with collision mask settings?
Edit: ohh right, this version of the bridge mod exists. Thought it was about the water bridge rails.
by Mernom
Mon Jul 08, 2019 9:34 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 913
Views: 94252

Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Why doesn't this forum have a like option...
by Mernom
Thu Jul 04, 2019 9:41 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 913
Views: 94252

Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Does this require special preparation for each sprite, or can it handle any projection?
by Mernom
Tue Jun 18, 2019 9:14 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 31
Views: 4086

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

Is it normal that my evo gets to 0.8 before I leave the burner phase? Using AAI industry, so getting to power is a lot slower.
by Mernom
Mon Jun 17, 2019 8:57 pm
Forum: Reika's Mods
Topic: RubberBelts - Easier belt laying in the early game without substantially changing progression
Replies: 7
Views: 1958

Re: RubberBelts - Easier belt laying in the early game without substantially changing progression

Reika wrote:
Mon Apr 01, 2019 8:21 pm
How can I be sure that Bio Industries being installed guarantees the presence of a resin recipe? What if he updates the mod and removes it, or the mod is modular?
You could check the presence of the aftermentioned recipe, and only add yours if it doesn't exist.

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