Search found 2528 matches

by Deadlock989
Tue Sep 10, 2019 3:25 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I need, and asked for, the literal opposite of "simplified". Combustion engines cost 29 iron ingots. Steam engines cost 168 iron ingots. Locomotives cost 125 iron and some other materials. If I replace the three engines in a locomotive with just one steam engine, that nearly doubles the ir...
by Deadlock989
Tue Sep 10, 2019 3:04 pm
Forum: Modding help
Topic: Quickbar shortcut unlocks?
Replies: 11
Views: 2922

Quickbar shortcut unlocks?

Run across something that has me really puzzled, think there's a gap in my knowledge. I've worked with new shortcut prototypes before but whether they are enabled or not is controlled by script, not by technologies. In vanilla, when you unlock construction bots, some things are handled by the unlock...
by Deadlock989
Tue Sep 10, 2019 2:50 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Since you seem to like to look at bases made with IR I want to show you mine as I transition from the bronze to the iron age. I'm playing with RSO so resources in my base are about to run dry (especially copper) and I have to spend my first ingots to hopefully transition to trains. Biters are slowl...
by Deadlock989
Tue Sep 10, 2019 2:44 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Shortcuts for blueprints and personal roboports are not unlocked with bronze bots. It is slightly annoying having to crash your monowheel to check if roboport is enabled. Ugh. Not sure how we missed that. Blueprints aren't ever locked to my knowledge, though - the quickbar control for blueprints, d...
by Deadlock989
Tue Sep 10, 2019 12:42 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 212193

Re: Request: Generated stacks of ores should use multiple icons

I too got annoyed by the lack of variance on the ores. I made a quick mod over the weekend: https://mods.factorio.com/mod/Prettier-Stacked-Ores It's just the original ore [mipmap] icons with a wooden chest beneath them. Nothing fancy, but it gives them variance & keeps them visually distinct. U...
by Deadlock989
Tue Sep 10, 2019 12:37 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

* shrug * Pixies, most likely. They are attracted to steam because they like to have a teensy sauna in the evenings. They do all the extra work involved. They carry individual electrons around in tiny buckets made of gossamer and lavender petals. Looks like I need to repeat, for a small minority of ...
by Deadlock989
Tue Sep 10, 2019 11:13 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

FYI, PantherX has kindly fixed the minor issue when IR, Dectorio and Alien Biomes are all installed at the same time. However, the fix to Dectorio has uncovered another bug, this time in IR's support for Dectorio, that still prevents loading. Fixed in next version.
by Deadlock989
Tue Sep 10, 2019 11:11 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

The recipe shows an internal combustion engine though. Something from the modern age. Icons are symbolic. Computer games are an abstraction. This is a non-issue for me. I could rename it "Engine" but it doesn't bother me in the least. The vanilla engine's icon also looks modern. Its resea...
by Deadlock989
Tue Sep 10, 2019 10:21 am
Forum: Modding interface requests
Topic: Predefined strings in localization files
Replies: 6
Views: 1560

Re: Predefined strings in localization files

It's not just about game.print. You can use the __1__, __2__ etc. syntax in any localisation string, without using concatenation at all. For example, there are 5 of them in this tooltip, including the recipe name. The things substituted for __1__ can themselves be localised strings that you have def...
by Deadlock989
Tue Sep 10, 2019 9:48 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Or rather, just some kind of resin or seed oil treatment or something. Makes it weather resistant, unburnable, etc... Perfect thing for power poles and other such outdoor setups. This sounds much better to me, pretty simple solution, that could justify immunity. I'm open minded about doing somethin...
by Deadlock989
Tue Sep 10, 2019 9:42 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

kingarthur wrote:
Tue Sep 10, 2019 6:45 am
whatever that orange fluid is has a positive loop from the bottom row and then 2 rows up it outputs more than came in
Like Bilka says, no, it doesn't.

I want to see actual machines placed in the actual world actually working, or it didn't happen.
by Deadlock989
Mon Sep 09, 2019 9:03 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Just came to ask where to find rubber trees, I see that the RNG is kind of a dick about that sometimes. Am getting mauled by biters looking for them but I'll perservere. Would be good if they could be put in the starting area with a bit more frequency, maybe? ETA or maybe make the clumps/groves big...
by Deadlock989
Mon Sep 09, 2019 8:59 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I find them super useful for my boilers. Normal inserters using power can fail in case the overall power decreases to a point, where they aren't able to fuel the boilers anymore. That's where the burner inserters shine - given there's enough fuel available. It's that last bit that turned me off bur...
by Deadlock989
Mon Sep 09, 2019 8:40 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Deadlock989 wrote:
Mon Sep 09, 2019 8:20 pm
Besides, show me a rainbow laser and I go all soppy and forget what I was doing.
by Deadlock989
Mon Sep 09, 2019 8:20 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Since you added new colors and rearranged their display order on the signal pane, have you considered also changing the signal priority to match? I hadn't considered this. I wire up multiple colours all the time. Shows you how accomplished my bases have been while simultaneously trying to balance e...
by Deadlock989
Mon Sep 09, 2019 8:18 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I had to make an account to say thanks. I love the mod. It got me back into playing Factorio, so after a few hours of figuring stuff out, I finally have a boiler and a steam engine. Unlocking electric inserters should make things easier, but man, the burner phase sure makes you scratch your head wh...
by Deadlock989
Mon Sep 09, 2019 8:17 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Rithordus wrote:
Mon Sep 09, 2019 8:15 pm
By the time you get to bots, you "should" have upgraded your assemblers to electric, in which case fuel values won't matter.
There are burner bots.
by Deadlock989
Mon Sep 09, 2019 8:17 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

This is easily fixed by putting some coal in first so that's its designated fuel type. Nothing wrong with the mod here, it's just wooden beams have a fuel value. Is this something that can also happen with vanilla? Seems kinda kludgy, because once I get bots going, I'm going to want to copy/paste s...
by Deadlock989
Mon Sep 09, 2019 4:35 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

It looks like the latest Krastorio update has broken the Green science recipe. Yesterday Green Science was Glass Ingots and Bronze tubes. Today after updating it is Transport Belts and Burner Inserters. If I load up the game with just IR (no other mods), the Green science recipe is correct (Tubes a...
by Deadlock989
Mon Sep 09, 2019 3:51 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357056

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I never understood the assembler limitation or the lack of ability to change that in-game anyway. If it has the internal storage to hold more output, it should take more input automatically IMO. Actually, it can be really damn annoying with actual (modded) assemblers, especially ones making expensi...

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