Search found 63 matches

by Nagshell
Mon May 18, 2015 9:04 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 68495

Re: Introducing NARMod 2.1

Man, great fast intro to mod on those screenshots. Good job, sir \\('_' )
by Nagshell
Mon May 04, 2015 12:31 pm
Forum: Ideas and Suggestions
Topic: Smart chests / better networking
Replies: 22
Views: 3174

Re: Smart chests / better networking

Smart chest... I'd love to be able to do on smart chest that cargo wagon/toolbelt thing, where you reserve one spot for exactly one item
by Nagshell
Fri May 01, 2015 8:55 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1186
Views: 320040

Re: Yuoki Industries 0.2.27 (11.17+)

if you want, you can send me Theocrafting also as pdf or per pm ... so i can patch the parts to a book if you want ... like >example< and of course link this to first page (but this means not much more read) After I'll finish all parts I'm gonna to send you it again in another file. For now I'm sti...
by Nagshell
Fri May 01, 2015 2:42 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1186
Views: 320040

Re: Yuoki Industries 0.2.27 (11.17+)

Theorycrafting Saturday Part 3.1 In-depth Profits From War part 1 I counted beacons hitting only 1 building each, so in more clever designs you can get even better results. I used 1 beacon per Crusher, 2 beacons per PFW Factory and 2 beacons per Trade Node Modules with 40% energy reduction are suffi...
by Nagshell
Tue Apr 28, 2015 10:45 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 86096

Re: Count to 1,000,000

10^2 + 13^2 = 269
Why those numbers? Because it's good idea to have 13 boilers for each 10 steam engines.
by Nagshell
Mon Apr 27, 2015 7:07 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 493
Views: 137273

Re: Thank you (Make the dev-team happy today!)

Thank you fellow Factorio makers!
by Nagshell
Mon Apr 27, 2015 7:04 pm
Forum: Ideas and Suggestions
Topic: Randomness
Replies: 5
Views: 1250

Re: Randomness

And randomness - see the threads about generating maps (cause maps are pure random in Factorio and that is the problem with them) - doesn't guarantee a good game-play, sometimes the opposite is the case! I played on like 6 different generation settings and another 6 times with like resource spawner...
by Nagshell
Mon Apr 27, 2015 1:22 am
Forum: Ideas and Suggestions
Topic: Randomness
Replies: 5
Views: 1250

Re: Randomness

TY ssilk, those are good suggestions. But as I said, reason of this post is not to suggest features, but general element of game that I think is not used much. That was the reason I wanted to make another post about it.
by Nagshell
Sun Apr 26, 2015 4:48 pm
Forum: Mods
Topic: [MOD 0.11.21] Central Boxing ver. 1.0.1
Replies: 11
Views: 8329

Re: [MOD 0.11.21] Central Boxing ver. 1.0.0

Strange, I don't have this error even with wrong file name :D
If it's not working for someone else also, I'll reupload it.
by Nagshell
Sun Apr 26, 2015 4:46 pm
Forum: Ideas and Suggestions
Topic: Randomness
Replies: 5
Views: 1250

Randomness

So at current stage there is not a lot of randomness in-game. It could be said that it's development choice, and I'm not saying it's wrong idea. I'm looking forward to new rockets system (*_* ) My opinion about game: But the problem is, that Factorio does not have a great replay value. (Mods are big...
by Nagshell
Sun Apr 26, 2015 3:47 pm
Forum: Implemented mod requests
Topic: [Request] Fluid Temperature
Replies: 2
Views: 3178

[Request] Fluid Temperature

If it's possible I'd like to have option of choosing output temperature for fluid recpies. For example: recipe that takes 20 water and 1 coal and outputs 20 water with set temperature of 100. I saw modders solution, which is accesing output fluid box in some fashion, but it's more expensive operatio...
by Nagshell
Sun Apr 26, 2015 3:41 pm
Forum: Balancing
Topic: Inserter item stack size bonus
Replies: 8
Views: 8849

Re: Inserter item stack size bonus

Hm, about orginal problem. Solution already exists - there are like 3 different Boxing mods, that let you use belts much more efficient (but robots also) and they all have different drawbacks. In short: They are like oil barrels, but for items. About solar power issue. Problem is not about how free ...
by Nagshell
Sun Apr 26, 2015 3:28 pm
Forum: Mods
Topic: [MOD 0.11.21] Central Boxing ver. 1.0.1
Replies: 11
Views: 8329

Re: [MOD 0.11.21] Central Boxing ver. 1.0.0

New version 1.0.1 added in main post.
by Nagshell
Sun Apr 26, 2015 9:22 am
Forum: Mods
Topic: [MOD 0.11.21] Central Boxing ver. 1.0.1
Replies: 11
Views: 8329

Re: [MOD 0.11.21] Central Boxing ver. 1.0.0

I still haven't had a chance to test this out for balance but I really like it. It feels powerful but takes time to get running. The only thing I don't like so far is the number of steps it takes to recycle boxes. Really, it seems like it would just increase the size of the recycling center without...
by Nagshell
Sat Apr 25, 2015 9:56 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1186
Views: 320040

Re: Yuoki Industries 0.2.27 (11.17+)

If you drain Mechanical Power too fast from GearBox it does not heat it up to 200 :( For now I'm trying to count how much machines I can put so gearbox is working without temperature fail. Edit: Currently none of Mechanical Power recipes is efficient. At most I reached like 56% efficiency Another th...
by Nagshell
Fri Apr 24, 2015 11:06 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1186
Views: 320040

Re: Yuoki Industries 0.2.27 (11.17+)

Help needed - Not sure if that's because of patch 11.22 or something, but GearBox is not working properly -.-
Edit: GearBox is working only if mechanical force is staying in it's output buffer -> If we use more force then Gearbox can produce it'll stop working.
by Nagshell
Fri Apr 24, 2015 6:16 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1186
Views: 320040

Re: Yuoki Industries 0.2.27 (11.17+)

Theorycrafting Saturday Part 2 Energy production after Blue Science! ------------- Blue Science and Purple Science ------------- Power Setups: Rensuir Turbine + Obnisk AM for a total of 121,5% efficiency Possible Fuels: Top tier "Simple v2.0" Reputation->Fuel Cell C - Very big energy gain, but very ...
by Nagshell
Fri Apr 24, 2015 5:07 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1186
Views: 320040

Re: Yuoki Industries 0.2.27 (11.17+)

your post reminds me to update my website Can you link your website? i suggest cimota->wood->gas->cimota cycle against the coal-oil-cycle. What do you mean? I use Coal->Oil to make Solid Fuel, as it's very efficient. Cimota->wood->gas->Cimota is very simple, but you need chemical plants(green scien...
by Nagshell
Fri Apr 24, 2015 12:01 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1186
Views: 320040

Re: Yuoki Industries 0.2.27 (11.17+)

Theorycrafting Saturday Part 1 Energy production before Blue Science! I don't use modules/beacons in this part! ------------- No Science ------------- Power Setups: Normal Boiler + YI Steam Generator for total of 52,5% efficiency Possible Fuels: Coal + Wood ------------- Red Science ------------- Po...
by Nagshell
Thu Apr 23, 2015 11:49 pm
Forum: Modding help
Topic: Non-rechargeable Battery Equipment
Replies: 2
Views: 571

Re: Non-rechargeable Battery Equipment

What about making battery not refill anymore after it has charged to max once?

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