Search found 358 matches

by cartmen180
Tue Nov 03, 2015 7:02 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75201

Re: Suggestions

aklesey1 wrote:How about compatibility with bob ores - i mean exactly bob ores not dytech
Which one of my modules?
by cartmen180
Tue Nov 03, 2015 1:34 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39997

Re: Accumulators are too cheap

Solars seem more and more fine to me. Their size and cost and need for overnight energy storage makes them quite balanced. Maybe I play it suboptimally, but on max biters in vanilla I just don't have that much free space to plaster the world with solar panels. If you'd just tweak them a little, say...
by cartmen180
Tue Nov 03, 2015 10:47 am
Forum: Won't implement
Topic: non-static prototypes
Replies: 3
Views: 7473

non-static prototypes

One of the limitations I have come across while modding Factorio is that recipes, items, entities and research cannot be changed when the game has launched. With elaborate scripting one could circumvent some of these limitations, but it is hardly a solution. What I suggest is to make prototypes edit...
by cartmen180
Tue Nov 03, 2015 10:26 am
Forum: General discussion
Topic: Suggestion (sort of) - excluding researches
Replies: 10
Views: 13866

Re: Suggestion (sort of) - excluding researches

That sounds for me like the description of an interesting mod. Unfortunately to my knowledge, recipes and research are both static once you have launched the game. It would be nice to add simple IF statements (for example when you have researched something in the first tier, the other techs in the ...
by cartmen180
Tue Nov 03, 2015 10:06 am
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39997

Re: Accumulators are too cheap

Solars seem more and more fine to me. Their size and cost and need for overnight energy storage makes them quite balanced. Maybe I play it suboptimally, but on max biters in vanilla I just don't have that much free space to plaster the world with solar panels. If you'd just tweak them a little, say...
by cartmen180
Tue Nov 03, 2015 9:53 am
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39997

Re: Accumulators are too cheap

Accumulators should be more expensive. I have already explained why your own suggestion doesn't even address your own concerns. Accumulators are "OP" because solar power is strong, efficient, and 100% reliable. Accumulators rely entirely on perfect solar power to achieve the "OP"...
by cartmen180
Tue Nov 03, 2015 9:29 am
Forum: Ideas and Suggestions
Topic: Breakable Solar Modules
Replies: 16
Views: 17994

Re: Breakable Solar Modules

There is a similar thread running: https://forums.factorio.com/forum/viewtopic.php?f=16&t=15519 Accumulators are too cheap See especially this https://forums.factorio.com/forum/viewtopic.php?f=16&t=15519&start=10#p115668 I think introducing the idea of breakable things is interesting. B...
by cartmen180
Sun Nov 01, 2015 10:53 pm
Forum: Ideas and Suggestions
Topic: Breakable Solar Modules
Replies: 16
Views: 17994

Re: Breakable Solar Modules

I like it. +1
by cartmen180
Sun Nov 01, 2015 10:49 pm
Forum: Balancing
Topic: is effectivity module op?
Replies: 39
Views: 31142

Re: is effectivity module op?

Just like the research system I feel the modules are just a placeholder.
by cartmen180
Thu Oct 29, 2015 8:57 pm
Forum: Modding help
Topic: Graphic Scaling Question - Solved
Replies: 3
Views: 3878

Re: Graphic Scaling Question

take a look at how they scale the biters. That should provide you with all the info you need.
by cartmen180
Thu Oct 29, 2015 4:53 pm
Forum: Modding help
Topic: Graphic Scaling Question - Solved
Replies: 3
Views: 3878

Re: Graphic Scaling Question

Yes you can scale graphics, but scaling them larger won't be pretty.
by cartmen180
Thu Oct 29, 2015 11:14 am
Forum: Ideas and Suggestions
Topic: Fear inducing alien behavior
Replies: 9
Views: 16492

Re: Fear inducing alien behavior

i like it!
by cartmen180
Wed Oct 28, 2015 7:09 pm
Forum: Mods
Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
Replies: 62
Views: 71727

Re: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges

unless you add some sort of 'flying' mob this mod is just plain cheating imo.
by cartmen180
Mon Oct 26, 2015 7:41 am
Forum: Mods
Topic: [MOD 0.12.x] Fast Filter Fill
Replies: 19
Views: 31961

Re: [MOD 0.12.x] Fast Filter Fill

GameCharmer wrote:That worked perfectly! Thanks so much for your help!
You're welcome :D
by cartmen180
Sun Oct 25, 2015 9:01 pm
Forum: Mods
Topic: [MOD 0.12.x] Fast Filter Fill
Replies: 19
Views: 31961

Re: [MOD 0.12.x] Fast Filter Fill

player.opened.type calls for a type. stainless-steel-wagon is not a type but a name. It is however a type cargo-wagon so first 3 rows will work as is specified in the code. You have to include the name in the statement somehow. I am not familiar with factorio methods but maybe try something along th...
by cartmen180
Sat Oct 24, 2015 11:29 am
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75201

Re: [0.12.x]Cartmen's Mods

First version of the Replicator Module has been released. - v0.0.1 has everything researched for testing purposes; v0.0.2 does not - fairly balanced imo (as usual would like some feedback on that) - in combination with the Industry Module, condensation of iron and copper ore will provide more energy...
by cartmen180
Sat Oct 24, 2015 11:21 am
Forum: Mods
Topic: Cartmen's Mods Downloads [updated 11/5]
Replies: 4
Views: 13656

Cartmen's Mods Downloads [updated 11/5]

All the latest versions for my mods can be found in this topic. bugs can be posted in this topic Ore Module under development Industry Module Increases iron and copper yield by 60%. v0.0.1 experimental version Replicator Module Condense matter into energy, and use that energy to create items. Most ...
by cartmen180
Wed Oct 21, 2015 11:35 am
Forum: Modding help
Topic: different crafting speed per biome
Replies: 3
Views: 4332

Re: different crafting speed per biome

would it be possible to restrict placing entities based on the biome?
by cartmen180
Wed Oct 21, 2015 9:52 am
Forum: Modding help
Topic: different crafting speed per biome
Replies: 3
Views: 4332

different crafting speed per biome

I am working on a digger that collects sand (type=assembling machine) and I would like it to work faster in the dessert than it does on darker soil.
Unfortunately I have no clue how to go about this. Any help would be greatly appreciated.
by cartmen180
Tue Oct 20, 2015 6:52 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75201

Re: [0.12.x][v0.0.1]Cartmen's Mod

Here is the first version of the 'Industry' module that includes the small ore crusher and the large flotation cell. - added technology "ore processing"; unlocks the crusher and flotation cell for use. - custom GFX for both machines. - using these machines will increase iron and copper pla...

Go to advanced search