Search found 387 matches
- Mon Nov 18, 2019 2:07 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358065
Re: [MOD 0.17] Industrial Revolution
I made a mod for burner radars https://mods.factorio.com/mod/ukezi_burner_radar and one to aligns the speed of short and long inserters by tier https://mods.factorio.com/mod/ukezi_inserter_speed_change There is a burner "radar" in IR 1.0.7, and the inserter speeds are also changing. Waiti...
- Mon Nov 18, 2019 12:05 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358065
Re: [MOD 0.17] Industrial Revolution
I made a mod for burner radars https://mods.factorio.com/mod/ukezi_burner_radar
and one to aligns the speed of short and long inserters by tier https://mods.factorio.com/mod/ukezi_ins ... eed_change
and one to aligns the speed of short and long inserters by tier https://mods.factorio.com/mod/ukezi_ins ... eed_change
- Sun Nov 17, 2019 10:45 pm
- Forum: Releases
- Topic: Version 0.17.78
- Replies: 3
- Views: 9572
Re: Version 0.17.78
Is there any special reason that long inserters are faster then normal ones?
I think it would be better to show the rotation speed in the tool tip in rotations/s instead of degree/s.
I think it would be better to show the rotation speed in the tool tip in rotations/s instead of degree/s.
- Sun Nov 17, 2019 12:14 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358065
Re: [MOD 0.17] Industrial Revolution
Do you have any other mods running? I have never seen oil in the water. I have seen rubber trees in quite big number around the water. Definitely other mods, not ones that affect trees spawning though. "Water Ores" allows ores to spawn in water. It doesn't specifically add more of them li...
- Sat Nov 16, 2019 1:04 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358065
Re: [MOD 0.17] Industrial Revolution
Rubber trees seem to be a real problem, and they are needed for electric drills. I explored a large area and found none at all: https://i.imgur.com/1vSkeL4.jpg I suppose /editor is the solution. But should there be another way, like converting regular saplings through some process? After using edit...
- Sun Nov 10, 2019 12:49 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358065
Re: [MOD 0.17] Industrial Revolution
I'll do it some time after the next Factorio stable release. Will be spending my free time this weekend doing some baking and playing other games. As you don't allow PM anymore I have to ask here: Hi. I would like to make and publish a few mods that have (optional) dependencies on your IR. Mainly a...
- Tue Nov 05, 2019 5:28 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358065
Re: [MOD 0.17] Industrial Revolution
Yes, noticed that as well now that inserter tooltips display rotation speed in human-readable form for comparison. My preference at the moment is to equalise the speed of long-handed with regular, I never fully realised how much faster red inserters actually are. There is an "orange inserter&q...
- Tue Nov 05, 2019 3:30 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358065
Re: [MOD 0.17] Industrial Revolution
With the new tool tips I see that you made burner inserters as fast as normal inserters, while the long ones are still faster, burner and normal. I would suggest to reduce the speed of the long burners to 0.014 (0,84 turns/s, base game normal inserters) and speed up normal inserters to 0.02 (1.2 tur...
- Mon Oct 21, 2019 3:58 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358065
Re: [MOD 0.17] Industrial Revolution
I like the mod a lot. Great work, beautiful artwork. I would like you to think about a step in between steam and nuclear. What I would like to see are some combustion engines, big diesel engines for instance with advanced engines and advanced electric engines at steel tech. For that I would add some...
- Mon Sep 23, 2019 3:09 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010867
Re: [0.17] Sea Block Pack 0.3.7
All up I think I placed over a thousand building by hand before I got bots. Currently approaching 200 hours with mk3 modules in my circuit production but I also have 150 hours in a parallel creative mode map that I use to design blueprints. I have used nanobots. Building and hooking up hundreds of ...
- Sun Sep 22, 2019 10:49 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 134952
Re: [0.17] Please post bugs and balance issues here.
How about fluid inputs for (electronic) assemblers MK1? That is the last thing only MK2+ have. Also your stream powered has it.
How about making it have the steam ports on all sides and add a steam powered inserter? I think that would be cool.
How about making it have the steam ports on all sides and add a steam powered inserter? I think that would be cool.
- Fri Sep 20, 2019 3:56 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 134952
Re: [0.17] Please post bugs and balance issues here.
A) Angel's mods not bobs.Pinoccio64 wrote: ↑Fri Sep 20, 2019 2:29 pm
Is there a possibility to solve this problem in a more elegant way, for example creating tanks without bottom (infinite)?!
I would be grateful in advance for a solution to this problem.
B) Clarifiers with an overflow valve in front solves it.
- Fri Sep 13, 2019 11:05 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186982
Re: [0.17.x] Bob's Mods: General Discussion
The boiler prototype would probably error if it had no pipes. Besides, you'd need to have the energy source set to heat, in which case it would open a full boiler GUI when you clicked on it. I tested around a bit with it. The boiler prototype indeed errors without fluid boxes. However I found an ot...
- Wed Sep 11, 2019 2:26 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186982
Re: [0.17.x] Bob's Mods: General Discussion
in which case, you'd probably need to set it up with a void power source, but 0 output, but is that even allowed? How about a boiler without fluid boxes or can't they re transmit the heat? That is the third kind of entity with a heat capacity. Also are furnaces/assemblers with a heat power source p...
- Wed Sep 11, 2019 2:16 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010867
Re: [0.17] Sea Block Pack 0.3.7
Did you take into consideration the amount of power needed to refine the oil to enriched blocks? You loose about halve to a quarter of the bonus power.
- Tue Sep 10, 2019 3:52 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186982
Re: [0.17.x] Bob's Mods: General Discussion
yeah, looking in the game files I didn't really understand how the logic network determines what kind of signals an entity can emit. That is probably part of the C++ entity class, so that all tanks emit their content, batteries their load level and so on. I guess I can do a complicated setup with la...
- Tue Sep 10, 2019 10:29 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186982
Re: [0.17.x] Bob's Mods: General Discussion
@bobingabout Could you add a signal to the reactors and heat sources (Or an extra entity) that displays there temperature?
- Tue Sep 10, 2019 10:27 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010867
Re: [0.17] Sea Block Pack 0.3.7
Sure. KS power boilers are only I think 70% efficient. You get nearly 50 more power out of bob's oil burning boilers. Then there are the heat sources that get you additional power with adjacency that are even more efficient. Sure they are expensive but compared to the cost of all the science, rocket...
- Mon Sep 09, 2019 8:18 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010867
Re: [0.17] Sea Block Pack 0.3.6
To be better then enriched fuel you only need 20% more fuel value(less when you take processing into consideration). You have that with two heat sources.
- Sat Sep 07, 2019 6:00 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010867
Re: [0.17] Sea Block Pack 0.3.6
The higher marks get bigger bonuses, so go up higher. https://www.wolframalpha.com/input/?i=%284*3%2B2*%28x-2%29*4%2B%28x-2%29*%28x-2%29*5%29%2F%28x*x%29+where+x%3D4 That is the formula for square blocks. 4x4 gets you 3x the fuel value. 10x10 gets you 4x. It's just interesting with how the mod tries...