Search found 15 matches

by TempiDrachen
Sun Dec 17, 2017 9:00 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [0.16.5] Dark Matter Replicators

Why yes, it would certainly seem like that's the case.
by TempiDrachen
Sat Aug 12, 2017 2:33 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [MOD 0.15.29] Dark Matter Replicators

The tech you are trying to research is a replication technology which allows for the replication of "liquid-air", meaning that the name of the technology itself should be "repl-liquid-air" (there are some technologies which are special cases, but I don't think this is one of them...
by TempiDrachen
Thu Jul 06, 2017 4:32 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [MOD 0.15.27] Dark Matter Replicators

Bio Industries compatibility is working now. The problem was that an update to Bio Industries changed the internal name of one of its items but this mod still looked for the original name. This mod now looks for the changed name and it will also no longer crash if it can't find an item that it wants...
by TempiDrachen
Wed Jun 21, 2017 1:22 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [MOD 0.15.21] Dark Matter Replicators

Well, mod items are back in. I've been working on a cost-from-recipe system as well as adding support for mod items back in. The new system is essentially done. The support for other mods isn't at the point when I would want to release it yet but I'm about to go travelling and won't be able to work ...
by TempiDrachen
Sat May 27, 2017 3:07 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [MOD 0.15.13] Dark Matter Replicators

The cost of replicating an ore is based more on its rarity than the time it takes to extract it. The increased cost of uranium ore is mostly due to uranium ore being far more rare and found in far smaller patches than other types of ore. Plus it requires sulfuric acid. As for the oil, that is a mist...
by TempiDrachen
Thu May 25, 2017 3:06 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [MOD 0.14.5] Dark Matter Replicators

After eight months I finally have some time to work on personal projects again. Okay, it was seven months but I spent one month actually having free time again. The next version won't have any mod support because so much has changed in Factorio mod-wise. A lot has changed in vanilla Factorio as well...
by TempiDrachen
Sun Apr 16, 2017 2:09 am
Forum: Modding help
Topic: Train power & efficiency?
Replies: 1
Views: 781

Re: Train power & efficiency?

I drove a car for a bit with the default effectivity of 0.6 and then increased it to 10.6 so that any changes would be obvious. The speed of the car remained the same but the fuel consumption went way down.
by TempiDrachen
Sun Apr 16, 2017 2:01 am
Forum: Modding help
Topic: Simple-entity can have animated sprite?
Replies: 3
Views: 1508

Re: Simple-entity can have animated sprite?

Biter spawner animations play almost all the time so what I did is make a machine which is actually a spawner which never spawns anything and can't be created by pollution.
by TempiDrachen
Sat Apr 15, 2017 11:20 pm
Forum: Modding help
Topic: Replicators; Graphics
Replies: 7
Views: 2949

Re: Replicators; Graphics

I tried the following and it works for giving each tier its own different animation speed. It should be robust enough to give each tier its own animation: First, I had each tier's animation be defined at the before the main set of data is extended, like so: local rep_animation = {} if tier == 1 then...
by TempiDrachen
Mon Jul 04, 2016 4:23 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [MOD 0.13.4] Dark Matter Replicators

This new update is something of a hotfix. It works with an otherwise vanilla Factorio but I make no guarantees as to how well its inter-mod support will work. Seldion, you can disable specific item replications by going to technology/replication.lua, opening the file with a text editor and then just...
by TempiDrachen
Sat Sep 12, 2015 8:00 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [MOD 0.12.5] Dark Matter Replicators

An important part of each tier of replicators' ingredients is that increasing the tier requires one new type of item that was not used for the previous tiers. Right now increasing the tier to an odd number requires a new circuit type while the even tiers require new replicator research items, and I ...
by TempiDrachen
Tue Aug 11, 2015 10:53 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [0.12.3]Dark Matter Replicators

I won't normally bump just for updates, but 0.5 was a big one. It's mostly inter-mod support for various other mods, though, so if you play vanilla Factorio then it won't add much for you besides the new borders and the rebalance.
by TempiDrachen
Mon Aug 03, 2015 2:35 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [0.12.1]Dark Matter Replicators

The Dark Matter Replicators mod does not load data directly from any other mods. It does, however, check to see if Factorio has loaded items with specific names from any location. If two items have the same name then Factorio treats them as being the same and by extension DMR does so as well.
by TempiDrachen
Sun Aug 02, 2015 10:35 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

Re: [0.12.1]Dark Matter Replicators

There seems to be some problems with using DMR with Bob's mods without also having DyTech. I only really tested this mod with DyTech and Youki and didn't know that Factorio mods could even interact with mods outside of their dependencies. The compatibility issues should be fixed in the next version ...
by TempiDrachen
Sat Jul 25, 2015 3:11 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71542

[0.16.50] Dark Matter Replicators

Type: Mod Name: Dark Matter Replicators Description: Adds a line of buildings which can produce items using only electricity License: You may use, redistribute and modify this mod as you wish so long as I receive some form of credit for my work on the mod. Version: 0.7.9 Release: 2018-6-13 Tested-Wi...

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