Search found 70 matches

by Requia
Mon Jul 04, 2016 8:41 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 94248

Re: Support - Uranium Power

The new version loads, thanks!
by Requia
Sun Jul 03, 2016 2:29 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 94248

Re: Support - Uranium Power

Okay as a follow up, download fresh Factorio stable 12.35 and download Uranium Power 0.6.3. Does it load? Yes. Hi all Thanks for this mod, it makes the game very interessant. Now that I've enough fuel assemblies at 4.7%, I put it in the chest linked to the 144 MW Nuclear Fission Reactor. My problem...
by Requia
Sat Jul 02, 2016 7:25 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 94248

Re: Support - Uranium Power

Ah, now we have an error message. 1.217 Checksum for mod UraniumPower: 432379650 2.442 Error Util.cpp:57: Sprite "__UraniumPower__/graphics/entity/explosions/uranium-explosion-1.png" couldn't be loaded Checksum included since that should tell if we're somehow getting a corrupted download. That parti...
by Requia
Sat Jul 02, 2016 7:00 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 94248

Re: Support - Uranium Power

Tried 13.2, same thing. Tried it off the mod portal (signing up for that off a Steam purchase is way more work than it should be) same thing.
by Requia
Sat Jul 02, 2016 3:57 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 94248

Re: Uranium Power

It just crashes when it tries to load the mod though, with no error message :(

What stuff do you need for a bug report? Linux is probably relevant though.
by Requia
Sat Jul 02, 2016 3:06 am
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 135732

Re: Uranium Power

Thanks for the quick .13.x update.
by Requia
Fri Apr 15, 2016 6:15 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 115342

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

It needs ores (I mean bob just said this on this page?) and intermediaries in order to process those ores.
by Requia
Thu Apr 14, 2016 8:40 pm
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 50951

Re: [MOD 0.12.x] The 8L Train Project v1.2.2 (Updated '16-04-12)

How will this interact with train mods you *don't* support?

Specifically, Bob's Logistics, which adds higher tiers of engine and traincars. I don't care about the higher tier traincars but do want to change out engines (high speed rail is really fun).
by Requia
Thu Apr 14, 2016 2:19 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 107541

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15

Do the 'PU' have any relationship to real world pollution levels? I wanna be able to say the air in my factory is 'x time worse than Bejing's'
by Requia
Wed Apr 13, 2016 11:28 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 39677

Re: [0.12.x][v0.12.2] Bob's Config mod

Apparently I can't handle unzipping a file properly and didn't get anything except config.lua, so yeah ignore previous complaint :oops:
by Requia
Wed Apr 13, 2016 10:51 pm
Forum: Bob's mods
Topic: [0.12.2X] Bob's Harder Endgame Mod *ALPHA*
Replies: 21
Views: 4621

Re: [0.12.2X] Bob's Harder Endgame Mod *ALPHA*

like plastics requiring heavy oil, instead of petroleum gas (RL plastics are usually made from the heavier elements of crude oils that can't be used to make fuels or lubricants) PVC(vinyl) and polyethylene are two of the most common plastics and made from ethene (The molecule shown on the icon). Th...
by Requia
Wed Apr 13, 2016 6:41 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 39677

Re: [0.12.x][v0.12.2] Bob's Config mod

Turning cheap steel off and reducing inventory size both fail to do anything (only libraries, config, plates, ores, warfare and enemies are active).
by Requia
Wed Apr 13, 2016 3:17 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 115342

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

If I want to use this mod and dependencies, but no electronics logistics etc, what ores are safe to turn off? I think though I'm not 100% sure, I can get away with only lead, tin, gems, and zinc?
by Requia
Sun Apr 03, 2016 5:16 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 94248

Re: Uranium Power

Anybody have a good idea of what to throw power into that can stress test the setup?
The Bob's mods version is not going so well by virtue of a complete inability to make 'blue' circuits just yet. trying to get the heat exchanger+steam engine version going.
by Requia
Tue Mar 29, 2016 2:06 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 60233

Re: [MOD 0.12.x] Force Fields - energy powered walls

I request the ability t emit curved sections of walls. Straight walls either leave a section that's out of range or the turrets, or segments that are in range of spitters, who will then ignore the walls in favor of attacking the turrets, making the walls rather pointless.
by Requia
Tue Mar 29, 2016 1:57 am
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 135732

Re: Uranium Power

RSO simultaneously screwed and rewarded me regarding the uranite supply thing. The only patch of Uranite is so far away the local ores are 4-5k per square.
by Requia
Mon Mar 28, 2016 10:41 pm
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 135732

Re: Uranium Power

Fully upgraded turrets with DU ammo do over 9000 DPS.

This isn't a balance concern (they need a lategame boost to make up for the more complicated logistics, shorter range and lower HP), I just felt the need to point out that it's OVER 9000.
by Requia
Mon Mar 28, 2016 8:30 pm
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 135732

Re: Uranium Power

Ok this is weird enough that I think it might be a bug? I hit a problem around 50% of expected capacity (sustained 50MWe on a 4 core setup) which I resolved by draining the cores of pressurized water. Is it the case that they need to be substantially less than full? If so why not just reduce the size?
by Requia
Mon Mar 28, 2016 3:43 am
Forum: Balancing
Topic: Target prioritising of turrets
Replies: 23
Views: 25556

Re: Target prioritising of turrets

I like the choosing priorities option, because while other people are talking about going biggest first, my though is spitters first. Walls are a lot harder to destroy than turrets and cheaper to replace, but spitters can ignore them if the turret is in range. Once big spitters start showing it beco...
by Requia
Mon Mar 28, 2016 3:22 am
Forum: Gameplay Help
Topic: What are good Circuit Network Designs/What is the point?
Replies: 15
Views: 7822

Re: What are good Circuit Network Designs/What is the point?

Another good thing to control is the flow of sulphur either to a chem plantmaking explosives, or for sulphuric acid for batteries & blue circuits. Connect a smart inserter which moves sulphur to the explosive chem plant to the crate holding your explosives (or maybe cannon shells), so that it will ...

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