Search found 108 matches

by Kenira
Thu Jan 25, 2018 8:11 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 44981

Re: [MOD 0.15.x] Mining Space Industries

Bug: Since this mod flat out overwrites what science packs labs accept, if any other mod (like omnimatter science) adds new science packs, these science packs will be overwritten. It would be much better for compatibility with other mods to just add the specific science packs from this mod to the ta...
by Kenira
Tue Jan 23, 2018 2:58 pm
Forum: Ideas and Suggestions
Topic: [0.16] Map Search Box: Resources, Recipes, More?
Replies: 7
Views: 1751

Re: [0.17] Map Search Box: Resources, Recipes, More?

Like this, perhaps? iron > 5M Advanced features like that run into the persistent issue of discoverability in Factorio. A more powerful UI would help, but there are advantages to simplicity and having a single text box... :? Just because a first time player might not see or use it, i don't think it...
by Kenira
Tue Jan 23, 2018 2:16 pm
Forum: Ideas and Suggestions
Topic: [0.16] Map Search Box: Resources, Recipes, More?
Replies: 7
Views: 1751

Re: [0.17] Map Search Box: Resources, Recipes, More?

That would come in really handy, both the search for ores and machines with certain recipes. Especially if you could do conditional searches like not just for iron ore patches, but iron ore patches bigger than 5 million. I often find myself not wanting to bother with most patches because they're jus...
by Kenira
Mon Jan 15, 2018 9:03 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19563

Re: [MOD 0.16.x] Realistic Power

Thanks for the feedback!
New version with setting to toggle the steam engine cost increase out. Should reduce the cost by a factor of 4 if you enable it.
by Kenira
Sun Dec 31, 2017 9:58 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19563

Re: [MOD 0.16.x] Realistic Power

New version 0.1.1: quick bugfix for a compatibility issue with Yuoki Industries
by Kenira
Sat Dec 23, 2017 6:49 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19563

Re: [MOD 0.15.x] Realistic Power

Update for 0.16 out.

Accumulator drain is no longer proportional to energy stored due to optimizations in 0.16. By default the drain is now half of what used to be the max possible drain
by Kenira
Sat Dec 23, 2017 6:25 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11448

Re: [MOD 0.15.x] KenirasRandomRecipes 1.0.1

New version to support 0.16 out.

The difficulty setting is still basically broken, just updated for 0.16 for now. Also added the recipe from Angel's to the blacklist, thanks for mentioning those. I don't really play anymore myself so i didn't know about them.
by Kenira
Sun Nov 26, 2017 9:37 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11448

Re: [MOD 0.15.x] KenirasRandomRecipes 1.0.1

Thanks for the suggestion. This was kinda already possible - although i hadn't made them available in the ingame mod settings, but there were a bunch of variables in the config file that you could change to adjust the possible number ranges etc. I now added an ingame difficulty setting (0 to 10, fro...
by Kenira
Tue Oct 03, 2017 3:37 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19563

Re: [MOD 0.14.x] Realistic Power

Sorry things took a bit longer than intended, things got in the way. Anyway, new version supports 0.15 and has a few balance changes regarding nuclear, namely the Nuclear Reactor technology now also needs production and high-tech science and is more expensive, as is kovarex enrichment process, so yo...
by Kenira
Mon Jun 26, 2017 8:00 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19563

Re: [MOD 0.14.x] Realistic Power

Then you still don't know what the mass of one unit of uranium ore is though, or one unit of U-235. Without the mass all these calculations don't get you anywhere. My guess is nuclear would become super-op then but as said i also want power to be more of a challenge so instead of making one fuel las...
by Kenira
Mon Jun 26, 2017 6:20 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19563

Re: [MOD 0.14.x] Realistic Power

Still, solar panels are also what gets nerfed by far the most by my mod - mostly because with a guesstimate for their area and physics there's an obvious limit to how much they should produce. (It's a little harder to make the whole nuclear chain more realistic: neither do i want to have chains of 5...
by Kenira
Mon Jun 26, 2017 3:15 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19563

Re: [MOD 0.14.x] Realistic Power

Yes, i was waiting for nuclear mods to update, and then i kinda forgot about it again. At this point i might as well just update without support for nuclear mods instead of waiting even longer, not that important with vanilla nuclear power anyway, although i'll be kinda busy for another few weeks so...
by Kenira
Fri May 26, 2017 2:41 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11448

Re: [MOD 0.15.x] KenirasRandomRecipes 1.0.1

1.0.1 out with some minor tweaks to how probabilities get randomized (for example, probabilities below 1 stay below 1, if they are exactly 1 only amounts get randomized) and fixed crash for bad recipes that only have either normal or expensive entries.
by Kenira
Fri May 26, 2017 1:03 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11448

Re: [MOD 0.15.x] KenirasRandomRecipes 1.0.0

No. I changed that and it fixed your mod. The crash was in your mod and not mine. If it doesn't cause a crash without the fabrication mod, I'm not sure why. Just because my mod doesn't cope with data that isn't as it should be that doesn't mean my mod is at fault. Again, look at the vanilla game da...
by Kenira
Fri May 26, 2017 6:39 am
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11448

Re: [MOD 0.15.x] KenirasRandomRecipes 1.0.0

EDIT: -- if an item has normal and expensive recipes, randomize both. if item.normal and item.expensive then item_recipes = { item.normal, item.expensive, } else item_recipes = { item, } end should be -- if an item has normal and expensive recipes, randomize both. if item.normal and item.expensive ...
by Kenira
Thu May 25, 2017 9:45 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11448

Re: [MOD 0.15.x] KenirasRandomRecipes 1.0.0

What mods are you using? EDIT: About to go to bed for today though so it'll have to wait until tomorrow EDIT2: It's the fabrication mod, and the line 135 is "for _, ingredient in pairs(recipe.ingredients) do" so somehow there is a recipe without ingredients which shouldn't really be allowe...
by Kenira
Thu May 25, 2017 8:07 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11448

Re: [MOD 0.15.x] KenirasRandomRecipes 0.0.5

New version up. Added a new blacklist for keywords. Recipes will be searched for recipe name, ingredient names, and product names for these keywords and not randomize any that have these keywords anywhere. Currently only used for barrel to preserve barreling recipes, and Yuoki's unicomp to preserve ...
by Kenira
Thu May 25, 2017 6:09 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11448

Re: [MOD 0.15.x] KenirasRandomRecipes 0.0.5

That's not possible because you need the random seed at the very beginning when booting up the game, before you even get to the main menu and could load a map. Same for any other places where you think you could get a random number from, factorio is made to be deterministic. Plus i like it better so...
by Kenira
Thu May 25, 2017 11:33 am
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11448

Re: [MOD 0.15.x] KenirasRandomRecipes 0.0.5

If nothing else excluding barreling seems like a good idea, those i already have working, with unicomp as ingredient or product i'm still struggling and not sure where my error is. I made it easier for myself to put the second blacklist in the config.lua like the regular blacklist so i don't even ne...
by Kenira
Wed May 24, 2017 5:32 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11448

Re: [MOD 0.15.x] KenirasRandomRecipes 0.0.4

Indeed an easy fix, didn't take long to figure out that there's an upper limit for ingredient count which you could get over with that Yuoki recipe with 30k ingredients. Just a matter of checking for the random value to not exceed that limit.
Should be fixed in new version.

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