Search found 159 matches

by NoriSilverrage
Sun Apr 10, 2016 3:12 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131750

Re: [MOD 0.12.26] KS Power

So should a large amount of windmills affect performance? I have 15k of them and the debug window shows ks power as taking up a good chunk of CPU. Not sure if it is really KS Power or some other mod.
by NoriSilverrage
Sat Apr 09, 2016 4:13 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46094

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

Afforess wrote:
NoriSilverrage wrote:I don't suppose there is a way to get autofill to put ammo in these turrets? Or a way to make blueprints apply the logistics? A bit tough to use it large scale :(
See extra addons on the OP.
Oh, huh, sorry. :)
by NoriSilverrage
Sat Apr 09, 2016 12:59 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46094

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

I don't suppose there is a way to get autofill to put ammo in these turrets? Or a way to make blueprints apply the logistics? A bit tough to use it large scale :(
by NoriSilverrage
Sat Apr 09, 2016 12:33 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 180907

Re: [0.12.x] RSO Discussion thread

About how far do you need to travel to get double ore density? I'm running out left and right and would like to find patches that last longer. Formula is distance^factor where distance is in regions. With default values it would reach two in 3rd region - thats about 700 tiles from center. There is ...
by NoriSilverrage
Fri Apr 08, 2016 11:26 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 180907

Re: [0.12.x] RSO Discussion thread

About how far do you need to travel to get double ore density? I'm running out left and right and would like to find patches that last longer.
by NoriSilverrage
Thu Apr 07, 2016 2:02 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34815

Re: [MOD 0.12.20+] Logistics Mining 0.2.2 - Mining With Robots

Cool, I'll try it out today. Thanks for the release.
by NoriSilverrage
Wed Apr 06, 2016 8:56 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131750

Re: [MOD 0.12.26] KS Power

Gotta say I love the windmills. I've played around 2400 so far and am planning on expanding that. Provides about 30-40% of my power (the rest is steam engines). I'll be making a nuclear plant soon to supplement this. So far oil has been a big problem for me (RSO) so I haven't tried the diesel out ye...
by NoriSilverrage
Wed Apr 06, 2016 8:52 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34815

Re: [MOD 0.12.20+] Logistics Mining 0.2.1 - Mining With Robots

Ah, despite being a reasonably avid strategy game player, I oddly enough didn't get into starcraft. Yeah I wouldn't mind being able to use a bit less power. Not everyone builds world spanning solar fields. I get about 107MW from steam and a max of 72MW from windmills (KS Power, output varies signifi...
by NoriSilverrage
Wed Apr 06, 2016 6:11 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34815

Re: [MOD 0.12.20+] Logistics Mining 0.2.0 - Mining With Robots

@NoriSilverrage: Construct Additional Pylons! :D Version 0.2.1 released! Mining Logistics Hubs no longer request more logistics drills than your network has. Existing outstanding extra requests won't go away though, so it may take a few minutes before the annoying beeping stops completely. ;) Oh? H...
by NoriSilverrage
Wed Apr 06, 2016 4:53 pm
Forum: Mods
Topic: Refactorio 0.0.1
Replies: 23
Views: 8823

Re: Refactorio 0.0.1

Well, the whole point of removing burner inserts is that burner generators are now *the* backup energy source. I don't see what this "breaks" when you can simply have a burner generator or two near the boilers to get the steam power going? Edit: See image for example factorioexample.jpg B...
by NoriSilverrage
Tue Apr 05, 2016 2:22 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34815

Re: [MOD 0.12.20+] Logistics Mining 0.2.0 - Mining With Robots

What is the max number of drills that will be placed. If there is no limit (ie. as much as we provide) there should be an option to define max number. The only thing I don't like with this mod is the constant beeping for missing material for construction. With the limit on number of drills this cou...
by NoriSilverrage
Mon Apr 04, 2016 9:40 pm
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46094

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

Afforess - I was thinking about ammobox and remembered there is a similar stacker for the combat shotgun too, so I did some googling, and found this AA-12 combat shotgun (article picture below) with this MD-20 drum (20-round magazine/drum article) and a youtube video to show it off (don't mind the ...
by NoriSilverrage
Thu Mar 31, 2016 12:14 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298726

Re: [MOD 0.12.27+] SmartTrains 0.3.80

I'm trying to setup a train to only depart a smart stop if a resource is below a certain amount in a series of smart chests. Figured it would be simple but I must be missing something. I connected the chests to a powerline and it is showing 46k. I then connect that to the light on the stop and put ...
by NoriSilverrage
Wed Mar 30, 2016 9:39 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298726

Re: [MOD 0.12.27+] SmartTrains 0.3.80

I'm trying to setup a train to only depart a smart stop if a resource is below a certain amount in a series of smart chests. Figured it would be simple but I must be missing something. I connected the chests to a powerline and it is showing 46k. I then connect that to the light on the stop and put i...
by NoriSilverrage
Tue Mar 29, 2016 3:40 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 89361

Re: [MOD 0.12.x] Flow Control v1.1.0

Must have mod. Thanks for making this!
by NoriSilverrage
Mon Mar 28, 2016 4:07 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298726

Re: [MOD 0.12.27+] SmartTrains 0.3.79

Sweet. Thanks for the answer.
Also, awesome mod. Really liking it.
by NoriSilverrage
Mon Mar 28, 2016 3:50 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298726

Re: [MOD 0.12.27+] SmartTrains 0.3.79

Is there a way using this mod (or base game I guess) to have a train choose a open station?
For instance, if you have two stations right next to each other, could the train go to the open station? I haven't seen a way to do that, but I'm pretty new to any of the logic systems.
by NoriSilverrage
Sun Mar 27, 2016 4:11 pm
Forum: Mods
Topic: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
Replies: 11
Views: 18240

Re: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)

Not sure if this is working as intended but I'm getting a unknown key on research for all the upgrades.
https://www.dropbox.com/s/21k0fsvvbp50c ... 0.jpg?dl=0
by NoriSilverrage
Mon Mar 21, 2016 1:28 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 34971

Re: [MOD 0.12.x] Rescaled Evolution Factor

Excellent idea for a mod. Unfortunately it freaked out a bit on me. Started a new game and was placed in a large badlands area. Built a few dozen burner miners and furnaces and after less than a hour evolution was at 30% (!) all from pollution. I had only just started researching and still only had ...

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