So Recipy Difficulty changes cost for gear, steel and circuits, as far as I can tell, maybe something more that I overlooked.
But I can't figure out what changes with Technology Difficulty.
Search found 151 matches
- Wed Apr 26, 2017 7:12 am
- Forum: Gameplay Help
- Topic: Difference in Recipe/Technology Difficulty?
- Replies: 21
- Views: 27623
- Sat Apr 22, 2017 2:02 am
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 155840
Re: Friday Facts #187 - Space science & 0.15 graphics
I really really want to have a turret that shoots nuclear missiles at biter nests! And only biter nests! And minimum range 51 tiles!
- Sat Mar 11, 2017 9:44 am
- Forum: General discussion
- Topic: Smart rotation for belts and blue prints
- Replies: 9
- Views: 3996
Re: Smart rotation for belts and blue prints
Like someone before already said: there are some mods that can rotate or mirror blueprints, like
https://mods.factorio.com/mods/killkrog/KBlueprints
or
https://mods.factorio.com/mods/Choumiko/Foreman
https://mods.factorio.com/mods/killkrog/KBlueprints
or
https://mods.factorio.com/mods/Choumiko/Foreman
- Wed Aug 31, 2016 12:04 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 459584
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien! - 6.3.1
V6.3.1 - NE Expansion - Tweak to deduction after each phase. From (1-Evo) to (1-Evo)^2 Hmm, I don't like this change really and this is why: With your mod you normally want a challenge with the biters and you probably want to have a large base. So let's say, you have a large, working factory that p...
- Tue Aug 30, 2016 10:17 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 459584
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.4
---- Each time a Terraforming Station scans a sector, reduce the evolution factor ---- if event.radar.name == "TerraformingStation" then reduction = ((0.00025 * global.factormultiplier) * game.evolution_factor * (1 - game.evolution_factor) ) if game.evolution_factor > reduction then game....
- Fri Aug 19, 2016 10:32 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 459584
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.0
Alright, that explaines obviously the lack of new alien nests. Since I can disable or enable that feature in the options I think that is more than enough to set the game to your prefered playstyle. So for me, that means problem solved, I can continue with my game :D Thank you both so much for your h...
- Thu Aug 18, 2016 10:24 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 459584
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.0
In my past expierences with NE the Aliens occupied quiet quickly all the free spaces of the areas that I had already revealed. In the fog of war, they never expanded very far at all. So if I broke through the alien lines I could get into an area that was biter free. Right now, like I already wrote, ...
- Wed Aug 17, 2016 10:12 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 459584
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.0
Hi there, in my current game I also have the problem, that biters don't seem to expand at all, which is sadly gamebreaking. I am using RSO, Marathon mod and a few other mods that shouldn't influence biters at all. I am at about 10h into the game and evolution is a little below 50%. Also about that t...
- Mon May 30, 2016 9:00 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
- Replies: 29
- Views: 57068
Re: [MOD 0.12.x] Roadworks 3.0 - Bridges!
I get the same error. I am using the version 3.0.0 from your link in the first post and my factorio version is 0.12.33
- Mon May 30, 2016 4:28 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92100
Re: [MOD 12.11+] Train Outposts
The balance is not the issue for me, since I can alter the settings in the configs anyways. I was rather asking about creating a bug with that change. Actually, I just realised that with my change the oil patches became a finite resource as well, which was not really my intention :P I managed to fix...
- Mon May 30, 2016 12:33 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92100
Re: [MOD 12.11+] Train Outposts
Hi there, first off, thanks for this awesome mod! I really like how the resources are distributed over the map, it's far better than in the vanilla game. However, I'd really like the ore resources not to be infinite. You mentioned in a previous post in this thread that you could implement that optio...