Search found 113 matches

by Kenira
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
by Kenira
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.
by Kenira
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
by Kenira
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.
by Kenira
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.
by Kenira
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 ...
by Kenira
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 ...
by Kenira
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 ...
by Kenira
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.
by Kenira
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
by Kenira
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
by Kenira
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.
by Kenira
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 ...
by Kenira
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 ...
by Kenira
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 ...
by Kenira
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 ...
by Kenira
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 ...
by Kenira
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.
by Kenira
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 ...
by Kenira
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 ...

Go to advanced search