Search found 102 matches

by Nasabot
Wed Mar 30, 2016 1:23 pm
Forum: Mods
Topic: [MOD 0.12.22+] Vanilla Plus (obsolete)
Replies: 9
Views: 22502

Re: [MOD 0.12.22+] Vanilla Plus (1.0.4 new stuff!)

I wondered if people like the mod or not and if they have any suggestions. My mod is based on my own expections of how a game should be thought through and I KNOW, that a lot of people usually do not care much about (or see it different) of what I consider good game design. I got used to this fact, ...
by Nasabot
Mon Mar 21, 2016 1:42 am
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 21301

Re: Overpowered strategies

I cant agree more. Factorio is a great game but I wonder why there are a lot good games out there with VERY POOR balancing and finesse in its math and game mechanics. Factorio is such a game. Well, factorio has good game mechanics, but they were not thought through completly in a lot of aspects. I w...
by Nasabot
Mon Mar 14, 2016 4:38 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 135035

Re: Friday Facts #129 - The late game

My way for resources - endless-resources mod, make the ore infinite, just like oil - weaker over time. You still have to expand and make new outposts, but there is no need to destroy old ones. I cant play without it anymore coz of depleted mines. This is something I would not like, as it makes reso...
by Nasabot
Wed Mar 02, 2016 6:46 pm
Forum: Modding help
Topic: Question about recipe reset
Replies: 2
Views: 4291

Question about recipe reset

Hello, I have another question with lua. As some people might know there is a command you can use ingame to update modded recipe cost /c game.player.force.reset_recipes() My wish is to implement this code in the "command"-lua file so this command is done everytime the game starts(initializ...
by Nasabot
Sat Feb 27, 2016 8:47 pm
Forum: Modding help
Topic: Override-problem
Replies: 4
Views: 1168

Re: Override-problem

Thanks bro. No it works! Very useful!
by Nasabot
Sat Feb 27, 2016 5:27 pm
Forum: Modding help
Topic: Override-problem
Replies: 4
Views: 1168

Re: Override-problem

Yes, you understood my question, but unfortunatly this does not work.
I tried several different combinations like
data.raw.("assembling-machine")["xyz"].energy = xyz
data.raw.[assembling-machine]].["xyz"].energy = xyz
etc.
Does not work.
by Nasabot
Sat Feb 27, 2016 4:12 pm
Forum: Mods
Topic: [MOD 0.12.22+] Vanilla Plus (obsolete)
Replies: 9
Views: 22502

Re: [MOD 0.12.22+] Vanilla Plus

Steel furnances recipe and technolgy is changed. Instead of tech: steel->steelfurnace; (steel for furnace ) its now tech: steelfurnace->steel (stonebricks for furnace) Steel and silicon can only be produced in steelfurnace (the reason why I left the name "steelfurnace" is because it SMELTS...
by Nasabot
Sat Feb 27, 2016 12:40 pm
Forum: Balancing
Topic: The obsolete turret problem
Replies: 34
Views: 17621

Re: The obsolete turret problem

Gun turrets benefit from turret upgrades AND ammo upgrades. Laser turrets benefit only from turrets upgrade. One fully upgraded laser shot from laser turret makes 11 damage One fully upgraded piercing shot from a gun turret makes 24.2 damage 24.2 damage is more than 11 - even mitigated by 20% (19.3...
by Nasabot
Sat Feb 27, 2016 12:27 pm
Forum: Modding help
Topic: Override-problem
Replies: 4
Views: 1168

Override-problem

In my mod I had some problem with override. Lets look at 2 different cases: data.raw.recipe["xyz"].ingredients = xyz and data.raw.assembling-machine["xyz"].energy = xyz The problem is, that the assembling machine override seam to not work because of the "-".(and a lot o...
by Nasabot
Sat Feb 27, 2016 12:13 pm
Forum: Modding discussion
Topic: What Are Some Vanilla-ish Recommended Mods
Replies: 4
Views: 9584

Re: What Are Some Vanilla-ish Recommended Mods

I can recommend my mod I recently created:

viewtopic.php?f=95&t=20479

Its meant to feel like a well patched original game.
by Nasabot
Thu Feb 25, 2016 10:06 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197128

Re: Solar panels less of a no-brainer

The mod I just created solves this problem completly different.

viewtopic.php?f=95&t=20479&p=128775#p128775
by Nasabot
Thu Feb 25, 2016 9:52 pm
Forum: General discussion
Topic: Mod suggestion?
Replies: 10
Views: 12812

Re: Mod suggestion?

I just created a new mod and here is some advertisement ;)

viewtopic.php?f=95&t=20479&p=128775#p128775
by Nasabot
Thu Feb 25, 2016 8:14 pm
Forum: Mods
Topic: [MOD 0.12.22+] Vanilla Plus (obsolete)
Replies: 9
Views: 22502

[MOD 0.12.22+] Vanilla Plus (obsolete)

This mod is outdated since some time and due to 0.15 some features even became obsolete :) (thats good!)

Am I blind or why do I not find the delete button for this Thread?
If a moderator reads this, please delete.

I am looking forward to 0.15, can't wait!
by Nasabot
Wed Feb 24, 2016 9:32 pm
Forum: Modding help
Topic: Mod almost done, but really need help with lua programming
Replies: 8
Views: 3049

Re: Interested in creating a mod but have 2 specific questions

Hmm, I spent several hours trying to understand lua, but though I learned a lot, I am not able to get any reasonable code working. I hope somebody can help me create a proper working "control.lua", so I can release my mod soon. Actually I spent a lot of time creating my mod the last 3 days...
by Nasabot
Mon Feb 22, 2016 10:07 am
Forum: Modding help
Topic: Mod almost done, but really need help with lua programming
Replies: 8
Views: 3049

Re: Interested in creating a mod but have 2 specific questions

Yesterday I created a lot of stuff and I am really enjoying modding, designing content and rebalancing, but I am a total noob in programming. Healing per tick is only for some entities... You can implement 'damage' but it will involve a lot of scripting, I reccomend looking at the control lua in vie...
by Nasabot
Sun Feb 21, 2016 3:02 pm
Forum: Modding help
Topic: Mod almost done, but really need help with lua programming
Replies: 8
Views: 3049

Re: Interested in creating a mod but have 2 specific questions

I looked at the code and tried a little bit around and YES, it will work for me! Thank you :)
by Nasabot
Sun Feb 21, 2016 2:24 pm
Forum: Modding help
Topic: Mod almost done, but really need help with lua programming
Replies: 8
Views: 3049

Re: Interested in creating a mod but have 2 specific questions

Thanks, good to know! Well, if 1, does not work as I hoped do you know if its possible to make buildings >degenerate<. I know that there is a "healing per tick" value which works in its obvious way, but if you put in a negative value, the player nor a building would degenerate on its own(t...
by Nasabot
Sun Feb 21, 2016 12:59 pm
Forum: Modding help
Topic: Mod almost done, but really need help with lua programming
Replies: 8
Views: 3049

Mod almost done, but really need help with lua programming

EDIT2: YEEEEA. I DID IT!!! I CANT BELIEV IT. Even on my own! :)) (ofc the code I needed was ridonkulous easy...) EDIT.: This is un updated post because I wanted to avoid double posts. In the last few days I created a mod which is meant to extend vanila content in a decent way. The mod keeps the flav...
by Nasabot
Sat Feb 20, 2016 11:29 pm
Forum: General discussion
Topic: Mod suggestion?
Replies: 10
Views: 12812

Re: Mod suggestion?

Id recommend BOBs Mod the most, though I have to say that I completly rebalanced it for myself.(because its a balancing hell in my opinion)

Bobs mod is a nice addition of content(almost too much) but if you want tiered building progression and interesting resource processing, its the way to go.
by Nasabot
Fri Dec 11, 2015 12:20 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 135986

Re: Yuoki Industries - Addon Engines 0.1.7 (f0.12)

the game shows 50MW (rheinsberg) or 390 kW (vanilla-boiler) ... you should show me how you get 390 kW get out of one vanilla-boiler even with full water load ... and if you would try feed MF into the rheinsberg you would go over 50 MW with a rensuir-setup ... If I am not mistake it works like this:...

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