Search found 2528 matches

by Deadlock989
Tue Sep 03, 2019 10:15 am
Forum: General discussion
Topic: moving Factories
Replies: 2
Views: 1536

Re: moving Factories

Oosty62 wrote:
Tue Sep 03, 2019 8:02 am
I am looking for a mod that Will move Factories instead of Creating new ones ie to Select the Factory and Move the to a new location with input and output inserters and Chests that are used to support the Factory.
Factorissimo 2.

Bring all the UPS.
by Deadlock989
Tue Sep 03, 2019 8:46 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

does Industrial Revolution add to Krastorio or does Krastorio add to Industrial Revolution ? I don't understand this question. They are completely independent. They add stuff to Factorio. You can play with either one or neither. If you have both then Krastorio loads last and holds the compatibility...
by Deadlock989
Mon Sep 02, 2019 10:27 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

frugal10191 wrote:
Mon Sep 02, 2019 9:04 pm
for people who like to keep their sanity ;)
No promises.
by Deadlock989
Mon Sep 02, 2019 7:37 pm
Forum: Modding discussion
Topic: Recipe output probabilities - how does it work?
Replies: 8
Views: 3054

Re: Recipe output probabilities - how does it work?

Not for me. Sounds like some other mod is dicking with your recipes.
by Deadlock989
Mon Sep 02, 2019 7:13 pm
Forum: Modding discussion
Topic: Recipe output probabilities - how does it work?
Replies: 8
Views: 3054

Re: Recipe output probabilities - how does it work?

What i am challenging is that i need to put 1.6 (160%) for the red circuit to get an actual 80% chance as reported in the screenshot. I have a bunch of recipes which produce a big mixed bag of results, some probabilistic, some not, and I don't observe that behaviour (and have counted results). If i...
by Deadlock989
Mon Sep 02, 2019 6:04 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

But although I am desperate to play it, please release it when you are happy with it, not to an arbitrary deadline. I need this baby out the door. Otherwise it'll have me tinkering with it forever. Some things never finish unless you finish them. I think what I'll be doing is putting out a "0....
by Deadlock989
Mon Sep 02, 2019 11:39 am
Forum: Angels Mods
Topic: How does auto barrelling work? (modding question)
Replies: 3
Views: 1843

Re: How does auto barrelling work? (modding question)

Any fluid that does not have the auto barrelling flag set to false in its prototype will have barrelling recipes generated by the base data-updates script, if it is created before that happens. Furnaces can't have recipes with more than one solid ingredient. Fluids don't count towards that restricti...
by Deadlock989
Fri Aug 30, 2019 11:20 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

It was nearly Aardvark's Aquarium at one point. I'm not even joking.
by Deadlock989
Fri Aug 30, 2019 10:33 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

Angel's mods aren't supported. IR leaves the unlocks for DSB loaders alone but it changes the ingredients for them so that they fit the metallurgy scheme for the corresponding belt tier - tin and copper for yellow, iron and rubber for red, steel and lubricant for blue. IR doesn't have pink, orange, ...
by Deadlock989
Fri Aug 30, 2019 8:27 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

Well yes, take splitters : they aren't immediately available, you have to research them first. (This is not about loaders being in WIP or not.) In DSB, yellow loaders are unlocked with splitters and undergrounds, i.e. Logistics 1. IR doesn't change that. Belts work without power. Splitters work wit...
by Deadlock989
Fri Aug 30, 2019 8:13 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

Why would they even be available in the burner phase ? Because they're literally just a chute. Why are belts available? How do splitters work - pixie dust? I don't care, make your own reasons up. They're not in the main mod. I don't officially support any mod which provides them except DSB and Kras...
by Deadlock989
Fri Aug 30, 2019 7:53 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

Rithordus wrote:
Fri Aug 30, 2019 2:10 am
Will this mod have any loaders by default or do we need to bring those in with other mods?
The latter. They significantly alter the early (burner phase) game because they work for free. No judgement attached to that, just saying.
by Deadlock989
Thu Aug 29, 2019 5:09 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

Quick quest for you Deadlock989, are you including any of your other mods in IR by default? Or will it be a "choose your own adventure" in picking which of your mods someone wants to play with? None of the current ones will be compulsory, no. I strongly recommend the lamps - those Bronze ...
by Deadlock989
Thu Aug 29, 2019 3:17 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

*plentiful sad faces* I've been using the Experimental Stacking mod that Shaun put together, to smelt a stack of iron ore directly into a stack of copper ore, and I'm really used to that now. I guess this is supposed to encourage smelting locally rather than pushing everything into huge multi-colum...
by Deadlock989
Thu Aug 29, 2019 3:18 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

One last question on my mind. Vanilla really benefits from your staking beltboxes to reduce bus size on materials (looking at those 32 iron belts) - will the variance in product types in IR mean significantly less of each material needed to the point where something like the beltboxes won't be as u...
by Deadlock989
Thu Aug 29, 2019 2:23 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

Regarding the AAI compatibility - How involved is IR in the very early (pre-electric) stage and will AAI+IR feel different to a vanilla+AAI start? Also, AAI makes some sweeping changes to recipes to cause them to use earlier versions of tech (steel furnace requires a stone one, inserter requires a ...
by Deadlock989
Wed Aug 28, 2019 6:52 pm
Forum: Modding help
Topic: adaptive colors
Replies: 1
Views: 664

Re: adaptive colors

how to create that color mask This has an infinite number of answers because it is an art question. It depends partly on how you are creating the base animation. For example, I use Blender, and I use a material ID mask, or layers, or both, to split off the mask(s). There are a million alternatives,...
by Deadlock989
Wed Aug 28, 2019 6:01 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

How nicely will Industrial Revolution and Krastorio play together? Will you be changing Krastorio recipes to include your new components? What will happen to "duplicate" items? Both add new turrents, gears and what not. Linver, co-author of Krastorio, did 98% of the compatibility work for...
by Deadlock989
Wed Aug 28, 2019 5:18 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361193

Re: [MOD 0.17+] Industrial Revolution (WIP)

sidelia wrote:
Wed Aug 28, 2019 11:41 am
How about we let him release it before we piss him off?
Well, if I get a vote, it's for less pissing off both before and after, but I'll take whatever I can get.
by Deadlock989
Wed Aug 28, 2019 8:12 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 112795

Re: Friday Facts #309 - Controversial opinions

The thing is, Deadlock989 really thinks he's right. Of course I'm right. Some people won't stop complaining until every smidgen of challenge, every obstacle, is stripped away, until the game suits them and their utter lack of ambition alone. The developers cave in bit by bit, until you suddenly hav...

Go to advanced search