Search found 532 matches

by GotLag
Wed Feb 28, 2018 10:43 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 58562

Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Off the top of my head, no, unfortunately. The burn rate is defined as a recipe, and recipes are created when Factorio is loaded.
by GotLag
Fri Feb 16, 2018 6:45 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 58562

Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Updated, thanks for the reports.
by GotLag
Tue Jan 30, 2018 7:12 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Replies: 69
Views: 75155

Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces

I haven't used Angel's, I may have a look on the weekend but no promises.
by GotLag
Thu Jan 25, 2018 5:27 am
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 5584

Re: [0.15] Explosive Excavation & Bot Landfill

A bit more description, please.
by GotLag
Wed Jan 24, 2018 5:46 am
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 5584

Re: [0.15] Explosive Excavation & Bot Landfill

Fixed now, thanks for letting me know.
by GotLag
Wed Jan 17, 2018 2:20 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 79011

Re: [0.14] Reactors & Atomic Locomotives

I'm unlikely to make a new version, but someone else has made a similar mod:
viewtopic.php?f=93&t=56621
by GotLag
Sat Jan 13, 2018 9:52 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 200812

Re: Friday Facts #225 - Bots versus belts (part 2)

There's no gameplay or visual justification for the limitation. It adds to the challenge of designing compact belt based factory layouts. Though this particular case is rather trivial. Maybe you do not enjoy those challenges (which is fine), but it does add to gameplay. To my mind it detracts from ...
by GotLag
Sat Jan 13, 2018 9:35 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 200812

Re: Friday Facts #225 - Bots versus belts (part 2)

can you do the same with inserters ? tell them to put the item in the other side of the belt? please that would make them easier to build some complex belt layouts Have you an example where you see magnificent problem without this inserter ability? To make an inserter fill the other side of the bel...
by GotLag
Sat Jan 13, 2018 8:28 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 200812

Re: Friday Facts #225 - Bots versus belts (part 2)

Any bot nerf can be un-nerfed with mods if you're that concerned. can you do the same with inserters ? tell them to put the item in the other side of the belt? please that would make them easier to build some complex belt layouts You can do that with mods already, but it would be nice to see in vani...
by GotLag
Sat Jan 13, 2018 4:16 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 200812

Re: Friday Facts #225 - Bots versus belts (part 2)

If you want to make belts powerful and flexible, then please, please, PLEASE give us per-lane control on the splitter GUI. Just a simple enable/disable checkbox for each lane would be enough. The other addition you could make would be to include the lane-selecting functionality from Side Inserters i...
by GotLag
Sat Dec 23, 2017 6:20 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Fuel
Replies: 19
Views: 10139

Re: [0.15, 0.16] Nuclear Fuel

Thanks for the tip, will fix that in the morning.
by GotLag
Sat Dec 23, 2017 10:40 am
Forum: Mods
Topic: [0.13] FLAN - the mod formerly known as Wireless Networks
Replies: 13
Views: 4640

Re: [0.13] FLAN - the mod formerly known as Wireless Networks

There have been some API changes since 0.14, in the next few days I'll have a look into what it will take to update it to 0.16, and see if I can improve the performance a bit.
by GotLag
Mon Dec 18, 2017 10:21 am
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 7693

Re: [0.15, 0.16] Nuclear Locomotives

Regular locomotives have 3 slots so they could take up to 3 of the nuclear rocket fuels.
by GotLag
Sun Dec 17, 2017 10:13 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Fuel
Replies: 19
Views: 10139

Re: [0.15] Nuclear Fuel

Argh. That item wasn't included in the changelogs so I missed it. I've moved its unlocking to Rocket Silo tech and updated the migration script so it should be correctly unlocked if you've already researched that.
by GotLag
Sun Dec 17, 2017 10:10 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 7693

Re: [0.15, 0.16] Nuclear Locomotives

I'm not sure what to with the new nuclear fuel. It appears to be something of a joke item as it's got a fuel value of 1.21 GJ, a stack size of 1.
by GotLag
Sat Dec 16, 2017 9:39 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 7693

Re: [0.15, 0.16] Nuclear Locomotives

The 0.16 version is up.
by GotLag
Sat Dec 16, 2017 5:31 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 58562

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Updated, and added an in-game setting to control how fast fluids are burned.
by GotLag
Fri Dec 15, 2017 9:41 pm
Forum: Modding help
Topic: Editing an existing mod
Replies: 14
Views: 3625

Re: Editing an existing mod

Though, are you sure the licence of the mod allows you to modify it? (Bob's mods allows any modifications you want to do for personal use, but you're not allowed to share these changes. You are allowed to however write your own mod that changes things within mine) Any modder who tries to tell users...
by GotLag
Fri Dec 15, 2017 10:17 am
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 7693

Re: [0.15] Nuclear Locomotives

I didn't realise 0.16 was out, will update soon.
by GotLag
Fri Dec 15, 2017 10:15 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 79011

Re: [0.14] Reactors & Atomic Locomotives

I'll look into it.

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