Search found 35 matches

by Mattyrogue
Tue Jul 02, 2019 12:10 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 830
Views: 81857

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

I just wanted to say, your Sprite Work is beautiful.

I might have to give your mod a try based on that alone. It feels so in theme with Factorio versus some of the other overhauls I've seen.
by Mattyrogue
Sat May 06, 2017 2:56 am
Forum: Mods
Topic: [0.14.x] Nuclear Robots
Replies: 4
Views: 1892

Re: [0.14.x] Nuclear Robots

I might make it where these things do 50% of the damage and radius as a nuclear missile but I want to hear some feedback before doing this. ...Nuclear Missile? An Atomic Bomb? Good heavens no. Make it like the Uranium Explosive Tank Shell at most, but even at half an Atomic Bomb's yield would destr...
by Mattyrogue
Sat May 06, 2017 2:40 am
Forum: Ideas and Suggestions
Topic: [0.15] Make Biters Interesting... (And Irradiation)
Replies: 1
Views: 265

[0.15] Make Biters Interesting... (And Irradiation)

Well, now that we have the 'Combat Rebalancing' mostly out of the way as of 0.15, I was thinking... Biters are literally underpowered in the current setting. So, to counter that, I'd like to propose some ideas I'd been stewing on for a while. Hive Retaliation - Pretty much what it says on the tin; i...
by Mattyrogue
Sat May 06, 2017 1:54 am
Forum: Balancing
Topic: Tank rebalancing
Replies: 6
Views: 837

Re: Tank rebalancing

I don't know if you've used the Tank recently, but it's literally the strongest it's ever been as of 0.15, I mean, someone on Reddit even went to lengths discussing how good it was in a Death-world scenario . Really I think it's a matter of how you use it, and how it scales with other techs. I mean,...
by Mattyrogue
Fri May 05, 2017 9:56 pm
Forum: General discussion
Topic: Glowing heat pipes
Replies: 7
Views: 1092

Re: Glowing heat pipes

It would be a nice visual touch, that's for certain, and would give us a better visual representation of when the Reactors working. Hell, if there's an 'overheat' mechanic (Heat Exchangers not getting enough Water pumped into them to transfer the heat away) and the turbines losing efficiency (maybe ...
by Mattyrogue
Fri May 05, 2017 9:43 pm
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 98
Views: 7068

Re: New achievements for 0.15

To be honest, we could actually do with a sticky for 'Achievement Suggestions', let the Devs pick from the most practical/ingenious/well polished proposals. Heres a few of my own; We Have the Technology - Automate High Tech Science Packs To Boldly Go... - Research 5 Repeatable Research Topics using ...
by Mattyrogue
Fri May 05, 2017 9:32 pm
Forum: Ideas and Suggestions
Topic: Alien Crafting Materials
Replies: 2
Views: 294

Re: Alien Crafting Materials

On "Default" Settings, Biters grow to encompass broad swathes of the game world past ~4-5 hours and still present a challenge; opposition to expansion and excessive pollution. It has been noted however that if you try the 'Rail World' settings, the biter density is even sparser and also have their e...
by Mattyrogue
Fri May 05, 2017 9:18 pm
Forum: General discussion
Topic: The only mod I need now is...
Replies: 9
Views: 1652

Re: The only mod I need now is...

...one to automatically refuel trains. To be honest, this is more a 'user problem' that can be fixed with simple changes in a station design; for example, setting up a chest with inserter at the front (and rear, if you use it) engine at it's main unload station and fill said chest with some Coal. S...
by Mattyrogue
Fri May 05, 2017 9:14 pm
Forum: General discussion
Topic: "Uranium Tank"
Replies: 2
Views: 629

Re: "Uranium Tank"

Not really, just looks like a possibly higher definition Uranium 238 item sprite.
by Mattyrogue
Tue Apr 25, 2017 12:31 am
Forum: Ideas and Suggestions
Topic: [0.15] Programmable Speaker - Disable Global Playback
Replies: 2
Views: 447

[0.15] Programmable Speaker - Disable Global Playback

At the moment, the biggest problem in any multiplayer game we've found so far in the newest version has been the Programmable Speaker, whose "Global Playback" Feature is an easy avenue for untrusted clients to use and abuse, filling the audio channels with pure, unmoderated noise . A simple fix to t...
by Mattyrogue
Wed Jan 18, 2017 4:17 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 834
Views: 200331

Re: [MOD 0.14] AAI Programmable Vehicles

I've done all sort of tests with the mod list from the desync report and have not been able to recreate the problem. I think maybe it's because I'm testing with 2 account over LAN and it does not cause the same issues as a public game maybe? Anyway I've been trying to host a public game but Factori...
by Mattyrogue
Tue Jan 17, 2017 4:21 pm
Forum: Desyncs with mods
Topic: Desync - Dedicated Linux Server with AAI Prog. Vehicles
Replies: 1
Views: 652

Desync - Dedicated Linux Server with AAI Prog. Vehicles

Original post is Here Conditions of Desync: When more than 1 Player is on the map in multiplayer, desyncs follow moments later. Mod List: AAI and all it's dependencies Reactors by GotLag Bergius Process by Klonan Warehousing Mod by Anoyomouse And Natural Evolution Expansion by TheSAguy Desync Report...
by Mattyrogue
Tue Jan 17, 2017 4:12 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 834
Views: 200331

Re: [MOD 0.14] AAI Programmable Vehicles

Say, is there anywhere I can view desync logs. AAI isn't playing nice with Multiplayer and I'm not sure if it's the multiplayer itself that's doing it, or there is a mod conflict. (It runs fine when there's only a single player on the server, but the moment another joins, desyncs follow and the game...
by Mattyrogue
Thu Jan 12, 2017 6:52 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 834
Views: 200331

Re: [MOD 0.14] AAI Programmable Vehicles

Say, uh, I dunno if this is the place to ask, but it feels a little weird starting out being able to build Miners and Haulers from the get-go. Would it be possible to lock these behind Automobiles in the Tech Tree? I guess the same could be said for the Chaingunners too. Then again, another mod that...
by Mattyrogue
Thu Oct 20, 2016 8:03 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 62206

Re: [0.14] Reactors

AlphaLima wrote:
OdinYggd wrote:
No-Waste Nuclear
Loving those screen, what mod is that?
Looks like Nixie Tubes by Justarandomgeek.
by Mattyrogue
Mon Aug 29, 2016 5:38 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 124070

Re: [MOD 0.13.15] Robot Army. 0.2.2

I have exhausted all of the nests with in over a 10 minute car ride from my factory and my robots just sit their congregating where I have a singular rally point. I was hoping that I could possibly put a rally point(s) a little ways out towards the edge of my map and hope that the robots start movi...
by Mattyrogue
Sat Aug 27, 2016 12:48 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 124070

Re: [MOD 0.13.15] Robot Army. 0.2.2

At this point you may as well just factor in the ammunition consumption into the initial investment if you really want to go into it without adding any complexity (You know, something simple like 5 Basic Magazines for a Clockie, 10 AP for a standard robot, a couple of batteries or a couple of flamer...
by Mattyrogue
Mon Aug 01, 2016 3:09 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 124070

Re: [MOD 0.13.9] Robot Army. 0.2.0

Okay, yes, I like. Very nifty. I had another idea too. The droid barracks can be upgraded. The different levels of the barracks allow different distances that the droids will go. But really, whatever you do is awesome. I am happy right now :D Being able to configure the Assembler with a 'hunt dista...
by Mattyrogue
Fri Jul 22, 2016 1:32 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 66929

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

Interesting thoughts on the evolution rate. I am thinking I could make the evolution rate grow more slowly until certain techs are unlocked (blue science), then spike up the rate? Not sure, but I agree there is definitely some balancing improvements needed. I definitely intended the nests to be mor...
by Mattyrogue
Thu Jul 21, 2016 12:30 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 66929

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

So... I've been playing with Misanthrope with a friend for the past twenty or so hours, and a few observations; 1. I'm not sure if its our settings (which are on normal by the way) but Biter/Spitter bases seem to be much, MUCH smaller and spaced out. A lot of the time we find attacks coming from bey...

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