Search found 108 matches
- Thu Jan 25, 2018 8:11 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 77469
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...
- 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: 7853
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...
- 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: 7853
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...
- Mon Jan 15, 2018 9:03 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 34870
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: 34870
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: 34870
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: 26712
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: 26712
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...
- Tue Oct 03, 2017 3:37 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 34870
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...
- Mon Jun 26, 2017 8:00 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 34870
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...
- Mon Jun 26, 2017 6:20 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 34870
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...
- Mon Jun 26, 2017 3:15 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 34870
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: 26712
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: 26712
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...
- Fri May 26, 2017 6:39 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26712
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 ...
- Thu May 25, 2017 9:45 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26712
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...
- Thu May 25, 2017 8:07 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26712
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 ...
- Thu May 25, 2017 6:09 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26712
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...
- Thu May 25, 2017 11:33 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26712
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...
- Wed May 24, 2017 5:32 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26712
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.
Should be fixed in new version.