Search found 117 matches

by Darloth
Sat Aug 29, 2015 9:08 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181214

Re: [0.12.x] RSO Discussion thread

If you play with one of the biter evolution mods, I think they both use the same snippet of code which makes biters move and expand more at higher evolutions. Since time and total pollution is a factor for evolution, this produces the result you mention - at first the biters are far away, spread out...
by Darloth
Sat Aug 29, 2015 9:05 am
Forum: Mods
Topic: [0.12.3+ WIP] Deep Ores
Replies: 21
Views: 16742

Re: [0.12.3+ WIP] Deep Ores

Nice mod, would it be possable to lower the pitch of the noise? Probably. I just used the transport belt sound and made it a little louder. I'll see what I can do. I think I'll wait for some more development before I try this. Looks very cool though! :!: What extra development would you like? A gen...
by Darloth
Sat Aug 29, 2015 9:02 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40741

Re: [MOD 0.12.5+] Robotic Combinators

This is the mod you want if you like to say "If I have less than 50 construction robots, build more and add them to a roboport".

LogisticCombinators is the mod you want if you like to say "If I have less than 50 steel bars, smelt more and add them to the network storage".
by Darloth
Mon Aug 24, 2015 8:43 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 111301

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

There's many posts about it in this subforum now.

In short - no, it's not intended behavior, but it is default factorio behavior. You can work around it by crafting the wooden planks, then it will happily use those instead of the raw wood.
by Darloth
Sun Aug 23, 2015 1:40 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174267

Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod

I think the recent range nerf to sniper turrets is perhaps too much.

Nowadays they barely outrange other turret options, at least for me.

Maybe 30, 35, 42 would be good numbers?
by Darloth
Sat Aug 22, 2015 11:03 pm
Forum: Mods
Topic: [0.12.3+ WIP] Deep Ores
Replies: 21
Views: 16742

Re: [0.12.3+ WIP] Deep Ores

But not at the same time - mining drills pick an ore patch (once every 5 units I think) and mine that single patch for a bit, so on a mixed deposit of ore, you get 5 of one thing then 5 of another, then maybe 10 of one thing, back to 5 of the other... Deep ores can randomly produce as output both or...
by Darloth
Sat Aug 22, 2015 10:30 pm
Forum: Mods
Topic: [MOD 0.12.x] Geothermal Spring Water Mod!
Replies: 32
Views: 32052

Re: [MOD 0.12.x] Geothermal Spring Water Mod!

Pumpjacks outputting at the top right produce hotter water than pumpjacks outputting at the bottom left.
by Darloth
Sat Aug 22, 2015 8:20 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123220

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

not even the whole mod - just the config.lua.
by Darloth
Fri Aug 21, 2015 9:53 pm
Forum: Mods
Topic: [MOD 0.12.x] QuickPrints
Replies: 13
Views: 15749

Re: QuickPrints, convenient early game blueprints

Excellent idea... but, while it is only one lua file, I still think you should zip and release it that way, perhaps attached to the post? Furthermore, using console commands to interact with a mod is annoying. You can add GUI buttons, so my next suggestion would be add a couple - one to spawn bluepr...
by Darloth
Sun Aug 16, 2015 3:24 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 111301

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

Sure, that'd work fine too, and make a lot more sense. If you wanted to do that, why not make them just take a single piece of insulated cable to make, since that's probably what they are - then it has some intermediate value and can be drawn off to a chest somewhere it's being made in the productio...
by Darloth
Sun Aug 16, 2015 12:44 am
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 20709

Re: Automated Blueprint Deployer - Proof of Concept w/ video

Miners can only be placed where there's valid ore... First pass blueprint, puts miners on everything. Second pass blueprint, puts turrets / floors / walls / assemblers everywhere else. Logistics bots handle picking up mined output. Self-tiles and repeats until world exploited. May have to try this l...
by Darloth
Sun Aug 16, 2015 12:12 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 111301

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

Can red and green wires use the basic circuit board rather than basic electronic boards please?

Since you often don't get the red/green wires back when you're wiring a network, and since they're literally only carrying signal, it feels a bit expensive to be spending an electronic board per wire.
by Darloth
Sat Aug 15, 2015 7:31 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141385

Re: Modular Armor Revamp

According to the power network, the accumulator has a capacity of 5 mJ, but can provide all of that in a single instance. Oh by the way, you have an incompatibility with the Command Control mod - your code complains of a nil reference for character because of that other mod reassigning it whenever y...
by Darloth
Sat Aug 15, 2015 7:10 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 562220

Re: Yuoki Industries - Informations, Suggestions, Questions

If you ever get sprite outside errors, first try deleting your crop-cache.dat file.

If you still get it after that, then it's a real problem.
by Darloth
Sat Aug 15, 2015 6:53 pm
Forum: Mods
Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
Replies: 24
Views: 22414

Re: [0.12.x] SignPosts_0.1.0

Do these show on the map? If not, can you add a signpost type that also shows up on the map?
by Darloth
Sat Aug 15, 2015 6:50 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141385

Re: Modular Armor Revamp

Would it be possible to create a phantom pole as well (so you're always connected) but then set the flow rate of the dummy accumulator to 0 both in and out unless you have a conduit? This would get rid of the alert (the dummy accumulator is always connected to a dummy pole with 0.1 power reach), pre...
by Darloth
Sat Aug 15, 2015 1:43 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141385

Re: Modular Armor Revamp

Possibly something to do with not having a conduit installed, because I didn't have the research for it. I added a permanent electric-pole-dummy entity (had to set its collision_mask to the ghost layer to stop it blocking me) which also seems to mean I now draw from the network all the time... but t...
by Darloth
Sat Aug 15, 2015 12:42 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141385

Re: Modular Armor Revamp

So... how do I get the flashing alert that I'm outside of a power network to go away? Maybe if I were using a conduit in my modular armor, this would be semi-useful, but since I'm not (roboport, solars, batteries, all vanilla), and I don't have a powernet nearly everywhere yet, this is quite annoyin...
by Darloth
Sat Aug 15, 2015 12:18 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97295

Re: [MOD 0.12.x] Smarter Circuitry

Actuator in the folder 4.2 has the info saying it's 4.0
by Darloth
Sat Aug 15, 2015 12:00 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141385

Re: Modular Armor Revamp

Thanks, looks good. Trying this today.

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