Search found 113 matches
- Tue Feb 06, 2018 4:17 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
Re: [MOD 0.16.x] Realistic Power
The turbines are nerfed in the new version, including the one for Py Fusion. Fusion technology also requires high-tech science now and is more expensive. I only tested it a bit in creative mode though, feel free to give me some feedback if i nerfed it too hard. And thanks for bringing this issue up
- Tue Feb 06, 2018 11:56 am
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
Re: [MOD 0.16.x] Realistic Power
Glad you like it 
Could you be a bit more specific what exactly is wrong? I am in the early stages of a pycoal game myself but don't know yet what you mean.
Could you be a bit more specific what exactly is wrong? I am in the early stages of a pycoal game myself but don't know yet what you mean.
- Sun Feb 04, 2018 10:47 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
Re: [MOD 0.16.x] Realistic Power
Fixed in new version
- Sun Feb 04, 2018 9:22 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
Re: [MOD 0.16.x] Realistic Power
I can't replicate the error with a clean install. If you use other mods as well, try to find which one causes the problem or list the mods you're using, but without knowing which mod causes the problem i can't do anything.
- Mon Jan 29, 2018 12:35 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 921780
Re: [MOD 0.16.x] pY Coal Processing
Is it intended that you can't put speed modules into Ulric Corrals? Science pack 2s are kinda awkward to produce in large quantities without speed modules in those.
- Thu Jan 25, 2018 8:11 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 112923
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 ...
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 ...
- Tue Jan 23, 2018 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Search in Map View / Map Search Box: Resources, Recipes, More?
- Replies: 18
- Views: 12403
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 ...
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 ...
- Tue Jan 23, 2018 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Search in Map View / Map Search Box: Resources, Recipes, More?
- Replies: 18
- Views: 12403
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 ...
- Mon Jan 15, 2018 9:03 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
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.
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.
- Sun Dec 31, 2017 9:58 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
Re: [MOD 0.16.x] Realistic Power
New version 0.1.1: quick bugfix for a compatibility issue with Yuoki Industries
- Sat Dec 23, 2017 6:49 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
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
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
- Sat Dec 23, 2017 6:25 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42749
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.
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.
- Sun Nov 26, 2017 9:37 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42749
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 ...
I now added an ingame difficulty setting (0 to 10 ...
- Tue Oct 03, 2017 3:37 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
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 ...
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 ...
- Mon Jun 26, 2017 8:00 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
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 ...
- Mon Jun 26, 2017 6:20 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
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 ...
- Mon Jun 26, 2017 3:15 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 52467
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 ...
- Fri May 26, 2017 2:41 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42749
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.
- Fri May 26, 2017 1:03 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42749
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 ...
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 ...
- Fri May 26, 2017 6:39 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 42749
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 ...
-- 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 ...