Love the mod. Two pieces of feedback.
I tend to not have enough use for the creosote. I think it would be good to have other options for creosote or to decrease the total amount produced.
Secondly, it would be nice to add support for the bio industries "Big Wooden Poles" and have them use creosote.
Search found 6 matches
- Wed Sep 21, 2016 6:21 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 757802
- Mon Sep 12, 2016 3:33 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 377441
Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.4
[Erases what was likely a dytech error]
- Tue Sep 06, 2016 1:11 am
- Forum: Modding help
- Topic: Neighboring Entities and Mod Feasibility
- Replies: 1
- Views: 1768
Neighboring Entities and Mod Feasibility
After looking over the api and milling about other mods I had a few questions on feasibility of an idea before I dedicate too much time to it. I know I could do this in pure Lua, but I haven't done much Factorio specific tinkering.
Essentially the idea would be to make nuclear power unique by ...
Essentially the idea would be to make nuclear power unique by ...
- Tue Sep 06, 2016 1:10 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 260720
Re: Electric energy
For nuclear power I really like the puzzle minigame called Reactor Incremental (also present in Industrial Craft for Minecraft).
Players build small components like fuel cells, coolant, etc, and it becomes puzzle mini game. Fuel cells produce electricity, but they also produce heat. Too much heat ...
Players build small components like fuel cells, coolant, etc, and it becomes puzzle mini game. Fuel cells produce electricity, but they also produce heat. Too much heat ...
- Mon Sep 07, 2015 1:18 am
- Forum: Balancing
- Topic: balancing the tank (and other small things)
- Replies: 18
- Views: 25987
Re: balancing the tank (and other small things)
I actually favor nerfing the tank and most vehicles in a different way as well; they should have greatly reduced inventory.
This way we give purpose to a new class of vehicles that is meant to haul freight (mods that have trucks or trailer attachments).
This way we give purpose to a new class of vehicles that is meant to haul freight (mods that have trucks or trailer attachments).
- Mon Sep 07, 2015 12:55 am
- Forum: Implemented Suggestions
- Topic: technology_modifier inventory_size
- Replies: 1
- Views: 2644
technology_modifier inventory_size
I noticed a lot of mods make the player's inventory absolutely massive, which I might be OK with if it was something unlocked with research, but that doesn't seem easily possible. An alternative to making inventory_size a modifier would be to make a two part modifier that basically is just "X", "Y ...