Search found 129 matches

by Porter65
Tue Mar 22, 2016 6:15 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109467

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

Any news about fixing the over bloated save issue? thanks!
by Porter65
Sun Mar 20, 2016 6:30 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109467

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

About how biter % evolves, when I mean that over a full cycle it decreases (for me) I mean over the full peaceful+normal+passive expansion, it decreases. I tend to take pollution into account when developing myself (for example I won't exploit an ore patch at maximum speed by having drills everywher...
by Porter65
Sat Mar 19, 2016 6:06 am
Forum: Fentus Challenge & Tool Mods
Topic: [0.13.x] SpeedControl [1.0.4]
Replies: 11
Views: 8671

Re: [0.12.x] SpeedControl [1.0.3]

I'm also using it, with slight modifications to your code because I like to play slow sometime, a kind of semi-pausing.

What is missing now is shortcuts, like + and - to alter speed, instead of clicking. That said, a HUGE THANKS for your mod. :) :P
by Porter65
Sat Mar 19, 2016 6:04 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109467

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

Oh ok, that would explain if over a full cycle from peaceful>normal>expansion, if I don't kill any hive, then % globally decrease?
by Porter65
Fri Mar 18, 2016 3:21 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109467

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

Is the mod working right regarding evolution progression? How can I end up with almost the same % at the start and then at the end of 900 seconds of 'peace' with a 0.40% increase per minute? Evolution should have gain 6% if my maths are right. But it is increasing by perhaps 0.5% over the whole peri...
by Porter65
Fri Mar 18, 2016 8:46 am
Forum: General discussion
Topic: Should my robotports overlap?
Replies: 5
Views: 2260

Re: Should my robotports overlap?

But the larger the area, the less control you have on particular aspects. You have to trust the robots will leap frog correctly from A to B to C and not do A to C, which will be terribly long. If I have 2 separate areas, I can have robots moving stuff from A to B while at the same time robots moving...
by Porter65
Fri Mar 18, 2016 8:11 am
Forum: General discussion
Topic: Should my robotports overlap?
Replies: 5
Views: 2260

Should my robotports overlap?

I see several arguments to not make them overlaps*, but what is the consensus?

It does not mean there is a single robotport every 50 squares, it can be a 'hub'. Two hubs are separated by a small 'no man's land' not serviced but with conveyor belts relaying stockpiles.
by Porter65
Wed Mar 16, 2016 8:13 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 370913

Re: [0.12.x][v0.12.7] Bob's Ore Mod.

About the iron crunch I have a dire iron crunch, always, from the start. It might be because of the settings I use, a modified RSO mod. But perhaps others are also facing the issue. For me the only mineral of importance that drives my expansion is iron, the rest is much more present that I'll ever ...
by Porter65
Mon Mar 14, 2016 12:09 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561733

Re: Yuoki Industries - Informations, Suggestions, Questions

Questions must have been asked zillions of times, but after reading the 3 last pages, I see no reference about it.

Can we play both Yuoki and Bob's mods at the same time?
by Porter65
Mon Mar 14, 2016 11:14 am
Forum: General discussion
Topic: How to increase difficulty beyond world generator options?
Replies: 5
Views: 2318

Re: How to increase difficulty beyond world generator options?

I definitively recommend Misanthrope Mod. https://forums.factorio.com/viewtopic.php?f=97&t=17291&p=135080#p135080 Why? Because with Misanthrope, even if you are clearing biters nests and none are contaminated by your pollution, they will come after you, sometime over long distance, and liter...
by Porter65
Mon Mar 14, 2016 11:12 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109467

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

Just reporting that your mod is increasing greatly my interest in Factorio. Now biters come to bite you, even if your pollution don't spill over their bases. That's just great. I had no particular trouble protecting my supply lines. Yes, it needs more resources, defenses and prudence, but I find tha...
by Porter65
Mon Mar 14, 2016 6:56 am
Forum: Mods
Topic: [MOD 0.12.24]Combat Trains
Replies: 6
Views: 12432

Re: [MOD 0.12.24]Combat Trains

It seems a very nice mod. I admit though that not having the turrets on a tiny plausible wagon detracts me from the mod.
by Porter65
Sun Mar 13, 2016 6:28 am
Forum: General discussion
Topic: Earthlike planet, is that it
Replies: 0
Views: 793

Earthlike planet, is that it

Hey,

I'm wondering if there is a plan, somewhere, sometime to have alternate planets styles (it could affect gameplay optionally). Like a red planet (Mars type), lava planet, frozen planet, jungle, etc. With more different biomes also... And there is no mod that propose that, AFAIK...

cheers
by Porter65
Sat Mar 12, 2016 4:27 pm
Forum: Ideas and Requests For Mods
Topic: Planting (wild) trees
Replies: 4
Views: 2785

Re: Planting (wild) trees

I'm using Bob's series of mods, is 5Dim compatible, it will be redundant I guess...
by Porter65
Sat Mar 12, 2016 5:17 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181032

Re: [0.12.x] RSO Discussion thread

I don't get it, with RSO added and settings minerals to low availability, I have patches of 14k minerals per squares (total perhaps 250-500k minerals per spot) something like 3 chunks from my base. That's insane... If I wanted to play with unlimited minerals, I would not use RSO. I have not modded o...
by Porter65
Sat Mar 12, 2016 5:02 am
Forum: Ideas and Requests For Mods
Topic: Planting (wild) trees
Replies: 4
Views: 2785

Planting (wild) trees

Hey,

I would like to plant back trees, the natural ones, not treefarms. Mostly for embellishing my base. Does a mod do that?
On the same trend, any mod adding 'cultural objects', i.e they are just there to be cool, like a statue?
by Porter65
Fri Mar 11, 2016 1:39 pm
Forum: Bob's mods
Topic: There is a missing module in this awesome mod
Replies: 2
Views: 1785

Re: There is a missing module in this awesome mod

Well, if you fancy the idea of having a module about 'exploration', you can start with the spaceships wrecks of the base game and add loots into them, based on distance to spawn points, and top / surround them with biters bases... But I can understand you are not interested in this feature.
by Porter65
Fri Mar 11, 2016 10:09 am
Forum: Mods
Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
Replies: 24
Views: 22393

Re: [MOD 0.12.x] SignPosts_0.2.0 (17.10.15)

Wanted to thank you for this mod, it makes taking notes much easier!
by Porter65
Fri Mar 11, 2016 9:12 am
Forum: Bob's mods
Topic: There is a missing module in this awesome mod
Replies: 2
Views: 1785

There is a missing module in this awesome mod

That's Bob's map. With Bob's map, you would get non-Earthlike biome, like lava fields, purple toxic plants. When you explore, you find 'goodies huts' (that's the wording used in the Civilization series for surprises-in-a-chest bonus). The farther away, the better the finding. Near the spawn point, i...
by Porter65
Fri Mar 11, 2016 9:05 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174205

Re: [0.12.x][v0.12.9] Bob's Warfare mod

Ok, if I reach this point, which is not obvious given the very hard difficulty settings I set, I'll tell you. I think they can be used as last ditch defense though. i.e picture a walled rectangle with exits being replaced by turrets. If turrets are destroyed, then the robots there are free to go. So...

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