Search found 13 matches

by Bishop89
Sun May 26, 2019 10:52 am
Forum: Mods
Topic: [MOD 0.17.x] Krastorio
Replies: 24
Views: 17525

Re: [MOD 0.17.x] Krastorio

Hello there, I was wondering how's this mod doing nowadays. I saw it ages ago and as I see it is still developed witch is great. But as I tested it out yesterday on sandbox map there doesn't seem to be much to do. A whole 'ore to matter' doesn't feel right to me so I would not use it, and with that ...
by Bishop89
Thu May 09, 2019 9:14 pm
Forum: PyMods
Topic: Py Beginner advice - map settings / bus
Replies: 30
Views: 9687

Re: Py Beginner advice - map settings / bus

I do city blocks with LTN. The city blocks are pretty big (200x200 interior space). They typically take in quite a few things and export quite a few things...I pretty much shove stuff in until I either feel like the block is getting cramped or I have a plan for the space I'm not using yet. Basicall...
by Bishop89
Thu May 09, 2019 7:57 pm
Forum: PyMods
Topic: Py Beginner advice - map settings / bus
Replies: 30
Views: 9687

Re: Py Beginner advice - map settings / bus

Robots/roboports, can be built really early (red science, once you get rubber and stuff sorted). I built a few and deconstructed my old iron mine but then they just sat there because they didn't have anywhere to offload. Am I missing something or do you need to research loads of green science to ge...
by Bishop89
Mon May 06, 2019 7:02 pm
Forum: Ideas and Requests For Mods
Topic: Evolution factor rebalance?
Replies: 3
Views: 1252

Re: Evolution factor rebalance?

Fun fact, I've seen a recent discussion just about this in the Balancing subforum : https://forums.factorio.com/viewtopic.php?p=427629#p427629. @OP does it match what you ask for ? Well, the part of balance around pollution could is pretty much the same what I asked about here. Mod like that would ...
by Bishop89
Fri May 03, 2019 11:41 pm
Forum: Modding help
Topic: Unable to get properly working mod in 0.17
Replies: 1
Views: 696

Unable to get properly working mod in 0.17

Hello, I tried to refresh abandoned mod - https://mods.factorio.com/mod/Additional-Turret-016 to .17. However, I modified the original mod so only laser turrets and acid one stays in it (deleted code for the rest). Could anyone help me with getting it to work in the latest patch? I put in on Github ...
by Bishop89
Fri May 03, 2019 11:25 pm
Forum: Ideas and Requests For Mods
Topic: Evolution factor rebalance?
Replies: 3
Views: 1252

Evolution factor rebalance?

Hello, I was wondering if anyone could make a mod to rework how the evolution factor works in this game. I never understood why evolution factor is not equal to the pollution cloud. Why enemies should evolve with time and/or pollution IF it pollution cloud does not reach enemy bases at all (since th...
by Bishop89
Fri May 03, 2019 1:43 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 190363

Re: pY Petroleum Handling

well, with most of the added buildings having ~ 50 pollutions/min, is there any way to combat it? most of pY buildings have 0,06 pollution/min but those have 833 times more pollution than anything else in pY mod packs. I understand that it is supposed to be a "dirty" industry but 83300%? C...
by Bishop89
Thu May 02, 2019 9:44 am
Forum: PyMods
Topic: Show Me Your...
Replies: 173
Views: 50596

Re: Show Me Your...

Hello, I wanted to share with you my early base - looking for improvements since I just decided to start over again with everything I learned so far :) Early power setup that also generates coke for furnaces - inserted manually - I was really happy to get it going. https://i.ibb.co/GsTJrsN/5a.jpg Th...
by Bishop89
Sun Apr 28, 2019 10:26 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 240495

Re: pY HighTech Discussion

Hi pyanodon, can I have a small request - can we get red/yellow bot's chests earlier (or meaby internal storage for items in pyroboports)? There is no point at all to unlock bots and placing roboports in your base as soon as you unlock engine technology if the chests itself are much later on. I was ...
by Bishop89
Tue Apr 23, 2019 9:23 am
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27485

Re: Geothermal - A clean, but powerful power source all day long

Anyone else having issues with 0.17 update? seems like incorrect sprite


Image
by Bishop89
Sat Nov 03, 2018 8:23 am
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 47391

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

can we get a simple creative/sandbox mode for building blueprints? it doesn't even have to generate a whole world, just grey area with tile marks on the ground + infinite power + infinite resource (incl fluids).. right now every single time I want to test something I have to go to sandbox, enable al...
by Bishop89
Sat Sep 29, 2018 2:43 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 588965

Re: pY Coal Processing - Discussion

Hello, is it just me or starting out in this mod is really confusing? There are so many buildings unlocked since the start and in the end to create the first tier of science I just need 2 (not counting soil extractor). Most of them are just used for tier 2 science - should be a prerequisite of it, p...
by Bishop89
Sat Sep 29, 2018 1:38 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 240495

Re: pY HighTech Discussion

Can something be made about the early game? This is legit confusing what I should do at the start. Could some buildings like: washer, tar processing unit (that thing needs steel - cant make it instantly in early game), reactors, moondrop generators, pulp mills and many more be locked behind research...

Go to advanced search