I hadn't thought of that, that's a great idea! Thanks zxr, new version out.
@darkfrei: And you were apparently not the only one wanting this: Personally I got the idea from someone on reddit and thought "that can't be too hard to make into a mod"
Search found 108 matches
- Wed May 24, 2017 7:13 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26876
- Tue May 23, 2017 9:12 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26876
Re: [MOD 0.15.x] KenirasRandomRecipes 0.0.2
Sorry, i don't think this is possible after all - i'd need to store some data permanently, but at the time where you can change recipes you don't have access to the global table yet which afaik is the only way to store data permanently. I'll still upload a new version in a bit but that's just for so...
- Mon May 22, 2017 9:40 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26876
Re: [MOD 0.15.x] KenirasRandomRecipes 0.0.2
I definitely see it as a bug and yeah, things will also change if you either add or remove mods - anything that adds or removes recipes. So far very few people downloaded the mod so i didn't think it was worth putting too much effort into it, but i'll give it a shot tomorrow.
- Mon May 15, 2017 6:40 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another belt balancer compendium
- Replies: 24
- Views: 74513
Re: Yet another belt balancer compendium
I didn't post it, but i agree, the comparison setup wasn't perfect
- Mon May 15, 2017 6:15 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another belt balancer compendium
- Replies: 24
- Views: 74513
Re: Yet another belt balancer compendium
The one on the right does still work properly even when only one sides is in use though.Distelzombie wrote:But the one on the right isnt unevenly eaten from. The inserter eats from both sides.
- Sat May 06, 2017 4:58 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 26876
[MOD 0.18.x] KenirasRandomRecipes
Type: Mod Name: KenirasRandomRecipes Description: Randomizes recipes for different ratios in every game. License: MIT Version: 1.6.5 Latest release: 2020-04-13 Tested-With-Factorio-Version: 0.18 Mod Portal Link Randomizes the amount of ingredients, crafting time and amount of products of recipes for...
- Fri Apr 28, 2017 2:34 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 94278
Re: [MOD 0.13] Mining Tools - resources generation
Indeed very funny, wasting other people's time.
- Fri Apr 28, 2017 1:58 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 94278
Re: [MOD 0.13] Mining Tools - resources generation
...is it an accident that the technologies cost about 500,000 science packs?
- Sat Apr 01, 2017 11:20 am
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 35079
Re: [MOD 0.14.x] Realistic Power
The performance boost in 0.15 won't have any effect on this afaik. They'd have to redesign how power grids work in order for this idea to not have a noticeable performance impact because as it is you'd just have to micromanage the power with scripts which is very inefficient. And i don't see the dev...
- Thu Mar 30, 2017 9:22 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 35079
Re: [MOD 0.14.x] Realistic Power
It does and i like the idea, but it would impact the performance too much so i won't be adding it.
- Thu Mar 30, 2017 6:56 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 35079
Re: [MOD 0.14.x] Realistic Power
Fixed in the new version that i was working on anyway, and i hope by (again) overhauling the code to not be as hilariously bad and inefficient any more i didn't break a thousand other things.
- Mon Mar 06, 2017 9:07 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 35079
Re: [MOD 0.14.x] Realistic Power
Big update up. Added support for Bob's, Angel's and Flow Control and also overhauled most of the code, hopefully without introducing a lot of bugs. Can't really playtest all mods.
By default solar panels now all require wafers with Bob's mods but it can be toggled.
By default solar panels now all require wafers with Bob's mods but it can be toggled.
- Fri Feb 17, 2017 6:06 pm
- Forum: Modding help
- Topic: Multiply / divide recipe ingredients
- Replies: 7
- Views: 2423
Re: Multiply / divide recipe ingredients
Still a big thanks to you too!
I was also just discovering that i do need to catch the case where 1 / 2 becomes 0 ^^
I was also just discovering that i do need to catch the case where 1 / 2 becomes 0 ^^
- Fri Feb 17, 2017 5:57 pm
- Forum: Modding help
- Topic: Multiply / divide recipe ingredients
- Replies: 7
- Views: 2423
Re: Multiply / divide recipe ingredients
Thank you very much, it works now!
I had even tried the amount before but because not every recipe had it i of course got an error, now i just try both with a ~= nil.
I had even tried the amount before but because not every recipe had it i of course got an error, now i just try both with a ~= nil.
- Fri Feb 17, 2017 5:42 pm
- Forum: Modding help
- Topic: Multiply / divide recipe ingredients
- Replies: 7
- Views: 2423
Re: Multiply / divide recipe ingredients
Ah, that explains why it only affected some. Still not sure how i would go about fixing that since it's basically inside a string and i'd have to multiply just the number...
And then there's the error when dividing too.
Maybe i should just change everything manually.
And then there's the error when dividing too.
Maybe i should just change everything manually.
- Fri Feb 17, 2017 3:12 pm
- Forum: Modding help
- Topic: Multiply / divide recipe ingredients
- Replies: 7
- Views: 2423
Multiply / divide recipe ingredients
I want to half all ingredients in a number of recipes (bob's power solar panels). I found this: for _, recipe in pairs({"science-pack-1", "science-pack-2", "science-pack-3", "alien-science-pack"}) do for _, ingredient in pairs(data.raw.recipe[recipe].ingredien...
- Thu Feb 09, 2017 7:40 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 35079
Re: [MOD 0.14.x] Realistic Power
When you add support for Bobs, maybe it would be more realistic to add bobs silicon wafers to the recipe for solar panels. This would push solar panels back a lot and force exclusive coal use longer and make the game even more harder. I'm considering tweaking my next game to do just that in my home...
- Thu Feb 09, 2017 3:40 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 35079
Re: [MOD 0.14.x] Realistic Power
New version 0.0.4 with support for Yuoki mods is out.
Support for Angel's and Bob's mods is still planned, those are the last ones on my to do list for now. If you would like to see any other mods supported, please let me know and i'll consider adding them too.
Support for Angel's and Bob's mods is still planned, those are the last ones on my to do list for now. If you would like to see any other mods supported, please let me know and i'll consider adding them too.
- Tue Jan 31, 2017 5:10 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 35079
Re: [MOD 0.14.x] Realistic Power
DayNightExtender does not change the ratio of day vs night time as it is in the base game, it just draws everything out. In vanilla complete night time is also a lot less than day time. Inlcuding twilight, in a 24h day the effective night time is only 7.2h.
- Tue Jan 31, 2017 12:27 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 35079
Re: [MOD 0.14.x] Realistic Power
I will probably keep the recipes for gameplay reasons. I am aware of how different capacitors actually are from batteries, but the capacitors in the game already need a lot fewer batteries, and you don't need many of them, only as buffers for lasers basically. It's a tiny fraction of the batteries y...