Search found 113 matches
- Tue Jul 23, 2019 1:03 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 365004
Re: Friday Facts #304 - Small bugs; Big changes
Personally i really like the idea of having Basic Oil Processing only output heavy oil and make cracking available from the start. That and replacing red circuits in chemical science with something else so you don't need to produce plastic yet, or refine it into red circuits, which someone said was ...
- Mon Jul 01, 2019 7:13 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52692
Re: [MOD 0.16.x] Realistic Power
Fixed in new version.
The issue was a new roboport entity for Compilatron that had different data structure to regular roboports, but was in the regular roboport category.
The issue was a new roboport entity for Compilatron that had different data structure to regular roboports, but was in the regular roboport category.
- Mon Jul 01, 2019 6:03 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52692
Re: [MOD 0.16.x] Realistic Power
Is Realistic Power the only mod you have installed? What version of factorio are you running?
- Sun Jun 09, 2019 5:37 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52692
Re: [MOD 0.16.x] Realistic Power
Basically that was just to not make steam power too OP due to the big solar nerf, and wasn't based on calculations for realistic fuel value per mass or anything like that. Solar is about the only thing i really tried to calculate right, and the rest i adjusted how i thought would either make sense ...
- Fri May 03, 2019 3:09 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 320019
Re: pY Petroleum Handling
I saw the "balance changes" to hot air recipes in the changelog, but i still don't know if it was intended that basically they all got removed?
See: https://i.imgur.com/oOwYCbk.png
See: https://i.imgur.com/oOwYCbk.png
- Wed Apr 17, 2019 5:08 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42927
Re: [MOD 0.17.x] KenirasRandomRecipes 1.4.4
It's funny you mention that, because i am currently working on that. Albeit not directly integrated into the mod, i'm working in Python right now and working with data dumps from some other mod. But when / if i get it working i could possibly integrate it into the mod to display if some things got ...
- Mon Apr 15, 2019 10:07 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42927
Re: [MOD 0.17.x] KenirasRandomRecipes 1.4.4
Yeah that would be quite a significant overhaul to how recipes get randomized. I'll need to think about if / how exactly to do it.
What would be much easier to solve the issue of wanting for recipes to be different more often while not increasing the range as much: It would be possible to ...
What would be much easier to solve the issue of wanting for recipes to be different more often while not increasing the range as much: It would be possible to ...
- Sat Apr 13, 2019 2:29 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42927
Re: [MOD 0.17.x] KenirasRandomRecipes 1.4.4
Hey, thanks for the feedback!
I'm not 100% sure i know exactly what you mean when you say higher complexity with less rounding. Could you give a more specific example?
How i understand it now is that it's a problem especially with recipes like iron plate smelting where you have 1 ingredient and 1 ...
I'm not 100% sure i know exactly what you mean when you say higher complexity with less rounding. Could you give a more specific example?
How i understand it now is that it's a problem especially with recipes like iron plate smelting where you have 1 ingredient and 1 ...
- Wed Apr 03, 2019 6:14 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52692
Re: [MOD 0.16.x] Realistic Power
Should be fixed in the new version, i haven't used that mod myself before so i am not 100% sure how to use it. If there are still issues do let me know.
- Fri Mar 15, 2019 8:18 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42927
Re: [MOD 0.17.x] KenirasRandomRecipes 1.4.4
Forgot to post updates here on the forums, whoops. Latest update (1.4.4) is only for v0.17.13, and at the same time fixes an issue that came up with .13 (some items are not meant to be stacked, and it would crash the game pre-.13 and cause an error in .13, so now the mod will not cause product ...
- Tue Mar 05, 2019 1:57 am
- Forum: Duplicates
- Topic: [0.17.5] Crash canceling Rocketry research: "ResearchQueue::remove"
- Replies: 3
- Views: 2023
Re: [0.17.5] Crash canceling Rocketry research: "ResearchQueue::remove"
I also experience crashes when cancelling research. I have a (heavily modded) save file where it's reproduceable:
1. load save
2. open tech window
3. cancel technology currently being researched (Radar Amplification) by clicking on the red x
4. double click it on the list in the bottom left to add ...
1. load save
2. open tech window
3. cancel technology currently being researched (Radar Amplification) by clicking on the red x
4. double click it on the list in the bottom left to add ...
- Sun Mar 03, 2019 1:19 pm
- Forum: Resource Spawner Overhaul
- Topic: How do you uninstall RSO during a game?
- Replies: 5
- Views: 4533
How do you uninstall RSO during a game?
I wanted to play without RSO, only to realize after several hours it was active. If i uninstall RSO, map generation just generates empty chunks for new chunks i explore without any enemies or resources.
How do i uninstall RSO properly without breaking map generation?
How do i uninstall RSO properly without breaking map generation?
- Wed Feb 27, 2019 6:14 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52692
Re: [MOD 0.16.x] Realistic Power
1.0.10:
- updated for 0.17
- removed adjusting stack sizes for when playing with bob's mods or yuoki
- updated for 0.17
- removed adjusting stack sizes for when playing with bob's mods or yuoki
- Wed Feb 27, 2019 6:13 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42927
Re: [MOD 0.17.x] KenirasRandomRecipes 1.3.0
Added the voids to blacklist anyway since there is no point in randomizing them.
New version with 0.17 support out now.
v1.3.0
- updated for 0.17
- "Randomizing everything" option will now respect the belt sync setting instead of overriding it to false
- added options to randomize iron and copper ...
New version with 0.17 support out now.
v1.3.0
- updated for 0.17
- "Randomizing everything" option will now respect the belt sync setting instead of overriding it to false
- added options to randomize iron and copper ...
- Tue Feb 05, 2019 12:35 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42927
Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.5
Thanks for the report, i'll add them to the blacklist by default for the next version.
- Mon Feb 04, 2019 8:07 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42927
Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.5
Can you be a bit more specific about what the problem is? I'm not sure what you mean. I just tried using a flare stack and that works.
- Sun Jan 20, 2019 10:44 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42927
Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.5
v1.2
- this patch will rerandomize everything again so don't update during a game, sorry. probably / hopefully for the last time
- finally properly fixed numbers changing when you add or remove mods. numbers should now properly be constant for a given seed, no matter what else you do.
- switched ...
- this patch will rerandomize everything again so don't update during a game, sorry. probably / hopefully for the last time
- finally properly fixed numbers changing when you add or remove mods. numbers should now properly be constant for a given seed, no matter what else you do.
- switched ...
- Fri Jan 18, 2019 3:01 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42927
Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.5
v1.1.1
- fixed changing random seed not working which was broken for a while already (this will change all the numbers so don't update during a game!)
- added option for randomizing stack sizes
- added rounding for crafting times
- fixed changing random seed not working which was broken for a while already (this will change all the numbers so don't update during a game!)
- added option for randomizing stack sizes
- added rounding for crafting times
- Tue Jan 15, 2019 3:16 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42927
Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.5
v1.1.0 out:
- added difficulty settings
- added option to round to nearest prime number
- added fuel performance randomization option
It's been over a year after the request, but i finally added a difficulty setting
- added difficulty settings
- added option to round to nearest prime number
- added fuel performance randomization option
It's been over a year after the request, but i finally added a difficulty setting
- Thu Jun 28, 2018 10:31 am
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52692
Re: [MOD 0.16.x] Realistic Power
You are right. I'm not sure i want to push an update just for this though, but at the very least i'll change it with the next one.
I do mostly make these mods for myself, so that kinda shows occasionally
"I have this mod already, why not fix this other thing too"
I do mostly make these mods for myself, so that kinda shows occasionally