Search found 19 matches

by Musil
Fri Oct 21, 2022 8:01 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105408

Re: [MOD 0.16] Realistic Reactors

Is there any place to submit fixes or suggestions ?

This mod breaks recipes for many others that use nuclear reactors, there's an easy fix that runs as the end and fixes them to use the new RR mod item.
by Musil
Sun Dec 15, 2019 9:52 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 316120

Re: [MOD 0.13.17+] Rampant

The biggest problem is you have to pre-generate all of the units.
You can't change unit properties after game start, add or remove resistances ?
by Musil
Thu Nov 28, 2019 10:55 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 316120

Re: [MOD 0.13.17+] Rampant

How quickly would you want them to adapt? Should be variable, depending on some difficulty preset. But suppose if they send two waves and they do very little damage each to non-wall structures, the next wave would include biters with some resistances to the most common causes of deaths in the prece...
by Musil
Sat Nov 23, 2019 5:34 pm
Forum: Gameplay Help
Topic: Easiest way to to know energy storage/production for laser turrents
Replies: 3
Views: 1578

Re: Easiest way to to know energy storage/production for laser turrents

Wiki is your friend: https://wiki.factorio.com/Laser_turret Allegedly, a turret consumes 1.2MW when shooting, but this iirc increases with upgrades. If that's correct, you'd need 4 accumulators per expected active turret to keep up with demand for a while, by rough calculation ~20 seconds of shooting.
by Musil
Sat Nov 23, 2019 5:14 pm
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 223526

Re: Uranium Power

To those who are missing this mod: There's the realistic reactor mod that adds a certain degree of complexity, as in, you'll probably have a few reactor melt down, and I don't think running a reactor without circuit log is doable at all. It also integrates with some mod I haven't tried yet that supp...
by Musil
Thu Nov 21, 2019 1:36 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105408

Re: [MOD 0.16] Realistic Reactors

... There's a small issue with the mod; if you use it together with mods that add items that use the basemod nuclear reactor as ingredient, and have the vanilla reactor disabled so it's easy power generation won't tempt you, the recipes don't work. To a dip a toe into lua, I wrote a small fix for R...
by Musil
Sun Nov 17, 2019 3:13 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105408

Re: [MOD 0.16] Realistic Reactors

This is a great mod. One of the best. Really deserves to be in vanilla. Only shame is we don't have one which would use the game's temperature of fluid property and eliminate the heat pipes. I mean, heat exchangers that would use hot water from the reactor passing through them. Doesn't seem too com...
by Musil
Tue Nov 05, 2019 5:49 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 316120

Re: [MOD 0.13.17+] Rampant

This mod is amazing. The biters are really quite annoying and unless you have a complete perimeter they will find a way in. Late game enemy variety is quite something, and those big boys with 3k hp and large resistances. Has a few weaknesses, such as biters never learning not to run into nerve gas, ...
by Musil
Mon Sep 09, 2019 11:10 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 316120

Re: [MOD 0.13.17+] Rampant - 0.17.28

No idea why it shouldn't, it's purely AI scripting change.
by Musil
Mon Sep 02, 2019 1:23 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 30
Views: 34609

Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.18

High-explosive landmines destroying each other; bug or feature ? They also explode before the enemy reaches them, greatly diminishing their utility. (I can provide video of that) EDIT: I took a look at the actual mod, tweaked the landmine detonation range. Now they're even better. Trying to figure o...
by Musil
Fri Jun 07, 2019 5:05 pm
Forum: PyMods
Topic: What py alien life gonna do ?
Replies: 6
Views: 3203

Re: What py alien life gonna do ?

Hellatze wrote: ↑
Mon May 27, 2019 1:24 pm
Adding more enemy ?

I never turn on enemt because they are so damm annoying.
Annoyed >> bored to tears.
by Musil
Wed May 29, 2019 7:39 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 186972

Re: [0.17.x] Bob's Mods: General Discussion

Although you can burn wood as fuel, that's not the intended use for it.
Apparently you can use it for net power generation. I'll try to measure it.
by Musil
Wed May 29, 2019 7:14 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 186972

Re: [0.17.x] Bob's Mods: General Discussion

Are greenhouses/algae supposed to be that way by rule of cool, or should they be rectified as to not be useful for power production: https://physics.stackexchange.com/questions/109739/is-plant-photosynthesis-more-efficient-than-solar-panels IRL, best crops you can get give you ~10x less energy than ...
by Musil
Wed May 29, 2019 6:47 am
Forum: Implemented Suggestions
Topic: Search function for inventory - especially containers and chests
Replies: 7
Views: 3152

Re: Search function for inventory

This please.

Looking for items in these big modded silos is crazy.
by Musil
Wed May 01, 2019 8:52 am
Forum: Mods
Topic: [MOD 0.17] Lane Balancer 0.0.2
Replies: 5
Views: 1711

Re: [MOD 0.17] Lane Balancer 0.0.2

Your mod has some sort of bug, so it was taking up 2x more time per frame as Rampant AI trying to wreck our day, with maybe... 12 balancers in use.

.355 vs .18 for rampant AI, most mods were using .01-05 ..
by Musil
Mon Apr 15, 2019 12:06 pm
Forum: Ideas and Suggestions
Topic: Comprehensive overview of how artillery could be implemented
Replies: 4
Views: 4284

Re: Comprehensive overview of how artillery could be implemented

Necromancing this as I want to ask: is there a mod that removes the pinpoint accuracy of artillery, and makes it more realistic ?

It's too good as it exists. And I can't find one.
by Musil
Tue Mar 26, 2019 6:02 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 30
Views: 34609

Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.4

Assuming stealing borrowing some tank/car graphic from another mod is infeasible, partially coloring these sprites would help make them look better. Make them look like the basic ones, but with certain parts differently colored. Like in the Tech tree. Let me know if the 0.17.5 looks better to you. ...
by Musil
Fri Mar 22, 2019 9:11 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 30
Views: 34609

Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.4

Assuming stealing borrowing some tank/car graphic from another mod is infeasible, partially coloring these sprites would help make them look better. Make them look like the basic ones, but with certain parts differently colored. Like in the Tech tree.
by Musil
Fri Mar 22, 2019 4:01 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 30
Views: 34609

Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.4

I've got this graphical bug:

Image

Bit better than in the .16 version of Rampant, there the wall was also puke blue, now it's just the tanks.

No idea how to fix it, searching forum seems useless.

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