Search found 40 matches

by GrimerX
Thu May 23, 2019 11:13 pm
Forum: Angels Mods
Topic: Hydrogen Sulfide Gas -> Hydrogen Sulfide
Replies: 3
Views: 2290

Hydrogen Sulfide Gas -> Hydrogen Sulfide

Coming back after not playing a bit. Looking at the Duterium recipies, I need to start with Hydrogen Sulfide + Water. I can see where I make Hydrogen Sulfide Gas, but don't see a way to get from the gas to Hydrogen Sulfide (or any way to get to Hydrogen Sulfide actually). Am I missing something?
by GrimerX
Thu May 23, 2019 4:15 am
Forum: Angels Mods
Topic: Dramatic change in infinite ore outputs.
Replies: 9
Views: 3958

Re: Dramatic change in infinite ore outputs.

MageKing17 wrote: ↑
Mon May 20, 2019 3:26 pm
It was fixed a while ago.
Thanks. I tested it and I don't see the extremely low values, but I'll wait for orzelek/Angel to confirm since it looks like he found a discrepancy. No rush.
by GrimerX
Tue May 21, 2019 4:17 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 51187

Re: [MOD 0.16.x, 0.17.x] SCTM

I made a change to the mod to make a few minor updates: - Corrected settings text to match actual settings - Added a 2nd "Normal" config that doesn't have 1/2 cost T1 research - Added optional dependency to MoreSciencePacks so load order is correct and tweaks are applied to those researche...
by GrimerX
Mon May 20, 2019 1:22 am
Forum: Angels Mods
Topic: Dramatic change in infinite ore outputs.
Replies: 9
Views: 3958

Re: Dramatic change in infinite ore outputs.

orzelek wrote: ↑
Mon May 20, 2019 12:10 am
I contacted Angel but he's on vacation so it might take a bit longer to resolve.
No worries - thanks for the update!
by GrimerX
Mon May 20, 2019 12:08 am
Forum: Angels Mods
Topic: Dramatic change in infinite ore outputs.
Replies: 9
Views: 3958

Re: Dramatic change in infinite ore outputs.

It looks like ore scaling was changed in infinite ores. I'll need to update values in RSO to compensate and %-ages will go up again. I'm waiting for confirmation from Angel if this is intentional and some sensible multiplier. I can find the multiplier experimentally but then target % will be as I'd...
by GrimerX
Tue Oct 02, 2018 5:46 am
Forum: Gameplay Help
Topic: Do trains on automatic stop more quickly?
Replies: 3
Views: 858

Re: Do trains on automatic stop more quickly?

Ah, that was it. I used the Creative Mode mod to set up the test track. I didn't realize the tech only applied to automated trains. I removed the tech and tested again - both performed similarly this time.

Thank you!
by GrimerX
Tue Oct 02, 2018 1:21 am
Forum: Gameplay Help
Topic: Do trains on automatic stop more quickly?
Replies: 3
Views: 858

Do trains on automatic stop more quickly?

I was playing around with modding trains to have less acceleration in both directions. While doing this I noticed it was taking significantly longer to brake when I am driving the train. At first I thought it was rail cars not contributing their braking_force but it happens with a single loco as wel...
by GrimerX
Sun Sep 23, 2018 7:45 pm
Forum: Modding help
Topic: sticky data.raw["locomotive"]["locomotive"].max_power?
Replies: 2
Views: 718

Re: sticky data.raw["locomotive"]["locomotive"].max_power?

Ah, that makes sense! Thank you!
by GrimerX
Sat Sep 22, 2018 9:09 pm
Forum: Modding help
Topic: sticky data.raw["locomotive"]["locomotive"].max_power?
Replies: 2
Views: 718

sticky data.raw["locomotive"]["locomotive"].max_power?

Hello folks, Having a dumb issue. I'm fiddling with locomotive settings to burn more fuel. Anyway, one of the experiments was to set the max_power to 30Mw which worked but had some other side effects. So I tried with a low burner effectivity. Anyway, the odd thing is that my max_power change has tak...
by GrimerX
Tue Jul 26, 2016 6:28 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109453

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

How is it intended to play with Misanthrope + Marathon? I like the idea but 18 minutes in* I am getting swarmed and am just approaching the ability to build a steam engine :) Hence no research and the pistol can't shoot enemies fast enough even if that's all I do... *I started a new game after tryi...
by GrimerX
Thu Jul 21, 2016 6:55 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109453

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

How is it intended to play with Misanthrope + Marathon? I like the idea but 18 minutes in* I am getting swarmed and am just approaching the ability to build a steam engine :) Hence no research and the pistol can't shoot enemies fast enough even if that's all I do... *I started a new game after tryi...
by GrimerX
Wed Jul 20, 2016 7:29 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109453

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

How is it intended to play with Misanthrope + Marathon? I like the idea but 18 minutes in* I am getting swarmed and am just approaching the ability to build a steam engine :) Hence no research and the pistol can't shoot enemies fast enough even if that's all I do... *I started a new game after tryin...
by GrimerX
Thu Jul 14, 2016 10:52 pm
Forum: Not a bug
Topic: [13.8] Coal production not shown in statistics
Replies: 2
Views: 908

Re: [13.8] Coal production not shown in statistics

My bad, I stand corrected.

Consider it a feature suggestion then - what I'd like to do is see production vs. consumption and ideally be able to use combinators to calculate the delta.

Cheers,

Ian
by GrimerX
Thu Jul 14, 2016 7:10 am
Forum: Not a bug
Topic: [13.8] Coal production not shown in statistics
Replies: 2
Views: 908

[13.8] Coal production not shown in statistics

I noticed coal is not shown in production statistics (P-key), but it is shown in consumption. I don't recall if this was the case in 12.x but seems like it should be consistent with other ores.
by GrimerX
Mon Apr 04, 2016 5:40 am
Forum: Mods
Topic: [MOD 0.12.30] Automatic Belt Planner (old version archive)
Replies: 33
Views: 17974

Re: [MOD 0.12.28] Automatic Belt Planner v0.2.0

Factorio is about imagination and automation :-) I like the idea and just added it to my collection - robots got slightly more intelligent just now.
by GrimerX
Sat Mar 05, 2016 7:06 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204317

Re: Friday Facts #128 - Back down to earth

Even if not implemented natively into the game, I would at least want this available as a mod. I believe there is a mod - "Slipstream Chests" that works this way : https://forums.factorio.com/viewtopic.php?f=93&t=7121&hilit=slipstream Here's my thought on it. They're overpowered a...
by GrimerX
Sat Mar 05, 2016 12:43 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426110

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.5

Hello , for start ur mod is really Awesome :) but since the update 0.12.25 it's stop working . it's have a trouble with dependency detection and after i almost correct it it's have a trouble of Null value. Can u help me :) i want to continue to use it because it's really AWESOME ! You need to unzip...
by GrimerX
Mon Dec 07, 2015 12:23 am
Forum: Mods
Topic: [MOD 0.17.x] AyrAs BasicKit
Replies: 28
Views: 29064

Re: [MOD 0.12.x] AyrAs BasicKit

I had a similar problem with bob's mods. Few things I noticed: 1) Renaming to zzz is not sufficient - you need to add a dependency in info.json to ensure processing order. 2) Most items couldn't be crafted in a Type 1 assembly machine. Changing the category to 'crafting-machine' fixed that.\ 3) Bob'...
by GrimerX
Fri Sep 18, 2015 2:04 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181021

Re: [0.12.x] RSO Discussion thread

Thanks everyone. I was ambiguous about my use of RSO - I used it to generate the map. I didn't realize generation could be deterministic and it turned out to be straightforward, in quick testing at least. Will play with it more tonight. Also thanks for the in-retrospect obvious suggestion to just ed...
by GrimerX
Thu Sep 17, 2015 5:10 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181021

Re: [0.12.x] RSO Discussion thread

Is there a way to change enemy spawn settings [and then regen?]. Basically, I'm many hours in and like the map and resource layout, but find the enemy density is too low and want to bump it up a bit. It seems for vanilla you can't change worldgen settings via the console (or I can't find it at any r...

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