Search found 159 matches

by NoriSilverrage
Thu Jun 16, 2016 9:46 pm
Forum: General discussion
Topic: What is your most anticipated feature in Factorio 0.13?
Replies: 17
Views: 6133

Re: What is your most anticipated feature in Factorio 0.13?

That's really tough. But I would order them thus: Circuit network - Some amazing changes here and will eliminate the need for a lot of different mods Blueprint book - So needed! Rail changes - very welcome Other Train Changes - For instance the new station and logic options Rapid Inserter - Seems le...
by NoriSilverrage
Wed Jun 15, 2016 4:16 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176344

Re: Smart, dynamic train deliveries with combinator Magick

I've been meaning to ask.. I noticed the flying text a few times in some demo systems, but I don't know how/why it is there. Is that a product of some specific configuration? Siggboy, I just added a bunch of new ore outposts and man is it nice to just put in a number and name and voila insta ore. I ...
by NoriSilverrage
Tue Jun 14, 2016 8:28 pm
Forum: Resource Spawner Overhaul
Topic: Issues with RSO 1.5.6
Replies: 20
Views: 6064

Re: Issues with RSO 1.5.6

A little while ago someone posted the correlation between % and quantity ( Windfall Oil ), it's basically a quadratic relationship: 100% yield=3k windfall oil 200% yield=13k windfall oil 300% yield=31k windfall oil 400% yield=57k windfall oil 500% yield=90k windfall oil 600% yield=130k windfall oil...
by NoriSilverrage
Tue Jun 14, 2016 2:52 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141416

Re: [MOD 0.12.x] Modular Armor Revamp

Ah, excellent. Thanks for the quick release.
by NoriSilverrage
Tue Jun 14, 2016 4:38 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141416

Re: [MOD 0.12.x] Modular Armor Revamp

Sounds like good changes. Can I make a suggestion though? Either increase the alien fuel's MJ rating, or increase stack size. I already gotta carry a lot of stuff around and with just 2 fusion engines I can run through 100 alien fuel in a single excursion with some light-medium fighting. I wouldn't ...
by NoriSilverrage
Mon Jun 13, 2016 3:15 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176344

Re: Smart, dynamic train deliveries with combinator Magick

Ok that sounds great.
Updated to the prerelease smart trains version and it has been running a lot better so far. I got 14 trains setup and it's pretty great to see most of them running around doing their thing. :)
by NoriSilverrage
Mon Jun 13, 2016 12:22 am
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97304

Re: [MOD 0.12.x] Smarter Circuitry

Probably irrelevant with the changes coming in 0.13. But the sensor and actuator take a lot of UPS. I had about 120 sensors and maybe 60 actuators and it was costing me 10UPS. I knocked it down to 50-60 total and saw a huge increase in performance. Otherwise they are crazy helpful and some things th...
by NoriSilverrage
Sun Jun 12, 2016 1:05 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141416

Re: [MOD 0.12.x] Modular Armor Revamp

V1.2 Added Laser upgrade integration. Awesome! But what exactly does this mean? Does the Personal Laser Defense Module now get the bonuses from Laser Turret Damage/RoF tech upgrades? Or does it mean something else? And did you read the part about how in alpha 0.13 Armours will increase inventory sp...
by NoriSilverrage
Sun Jun 12, 2016 1:48 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176344

Re: Smart, dynamic train deliveries with combinator Magick

I'm liking this setup, but I've run into a couple issues. One, for whatever reason, a provider station will say it has a train coming even though one was never sent. It will then sit in this state indefinitely. I've had this happen 2-3 times usually something i notice right after I load in. So I won...
by NoriSilverrage
Thu Jun 09, 2016 9:10 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176344

Re: Smart, dynamic train deliveries with combinator Magick

Well I just finished setting up my iron stations last night. Up to 23 stations on the depot so far. 14 trains; it's working quite well. I need a lot more mining outposts though. Only two of each, so that is my task tonight. I might have to increase that station limit...
by NoriSilverrage
Thu Jun 09, 2016 2:03 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131909

Re: [MOD 0.12.26] KS Power

I've changed the script for 0.13, along with balancing the oil boiler and making it more script efficient, along with the wind turbines, Overall the new version will be more heavily optimised for large factories, and really the least efficient part is the burner generator (but you shouldn't be usin...
by NoriSilverrage
Thu Jun 09, 2016 2:13 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141416

Re: [MOD 0.12.x] Modular Armor Revamp

Heya Ranakastrasz, So I was bored today and on a whim decided to try and see if the personal laser defense could indeed have the laser turret upgrades apply to it. I believe I have succeeded.. Actually was really simple. http://i.imgur.com/mZICH6f.jpg You just gotta trick the game into thinking it's...
by NoriSilverrage
Wed Jun 08, 2016 4:37 pm
Forum: Bob's mods
Topic: Review of Bob's Mods with Suggestions
Replies: 12
Views: 7453

Re: Review of Bob's Mods with Suggestions

~snip OK, let me reiterate that I love the fact that late game steam power plants are viable with Bob's Mods. It's just the fact that the added efficiency is not transparent to the player. Currently there's literally no way to figure out where the additional energy comes from, or how much it is. Yo...
by NoriSilverrage
Wed Jun 08, 2016 4:19 pm
Forum: General discussion
Topic: The game is good
Replies: 31
Views: 16523

Re: Why I really hate/dislike the game

If you don't like the biters, just start a new game and select peaceful mode. The biters won't attack you unless you attack them first. Beyond that, yes instructions are not great. But I would say that is expected because the game is still being developed. However, there is a lot of helpful people o...
by NoriSilverrage
Wed Jun 08, 2016 3:11 pm
Forum: General discussion
Topic: What inspired you to buy Factorio?
Replies: 29
Views: 9318

Re: What inspired you to buy Factorio?

So I'd seen the game's title mentioned a few times, but never really though anything of it. I was like, factory building? Sounds lame (I don't know why I thought this as I love Capitalism 2, KSP, Minecraft, other tycoon type games). So I really didn't look into it much. I think if I had actually giv...
by NoriSilverrage
Wed Jun 08, 2016 3:03 pm
Forum: General discussion
Topic: [Closed]Mod developers receive updates earlier
Replies: 4
Views: 2012

Re: [Request]Mod developers receive updates earlier

I think there might be some confusion about this. The last few 12.3x releases were (at least on steam) beta/experimental releases that you had to opt into. So while technically anyone could get it, it wasn't the autoinstalled versions and that gives modders some time to test. From what it sounds lik...
by NoriSilverrage
Wed Jun 08, 2016 3:00 pm
Forum: General discussion
Topic: Is there a Herobrine in Factorio?
Replies: 11
Views: 6010

Re: Is there a Herobrine in Factorio?

It would be nice to be able to "lock" part of your factory from changes. Maybe it could be a blueprint like tool.
by NoriSilverrage
Wed Jun 08, 2016 2:18 pm
Forum: Mods
Topic: [MOD 0.13] Smart Display - circuit informations display
Replies: 63
Views: 35126

Re: [MOD 0.12.X] Smart Display

I really really like this so thank you very much for releasing it. The thousand separators and the kilo/giga options are also very nice.
by NoriSilverrage
Tue Jun 07, 2016 7:48 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131909

Re: [MOD 0.12.26] KS Power

Could someone explain how to tweak the energy outputs? I want to make this more compatible with the Harder Energy mod. Well you can pretty easily edit the source files, or better yet make a "mod" to edit the files. For instance, lets say you wanted to double the efficiency of the diesel g...
by NoriSilverrage
Mon Jun 06, 2016 9:26 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141416

Re: [MOD 0.12.x] Modular Armor Revamp

Heya, small feedback. When I updated to this the first solar panel equipment research didn't show up. I had to force research it from the console. Shows up fine in a new game, so I suspect some migration file magic needs doing.

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