Search found 45 matches

by wlfbck
Fri Jun 23, 2017 9:59 am
Forum: Angels Mods
Topic: [0.15.21] Best bug ever, get better refinerys for free
Replies: 8
Views: 3737

Re: [0.15.21] Best bug ever, get better refinerys for free

Also the Advanced Gas Refinery is actually worse, Crafting speed of 1 instead of 1.5 (for the Gas Refinery), while also being 6x6 instead of 4x4. (Power consumption is also higher, but who cares) This part isn't a bug; it's like the chemical plant/advanced chemical plant. The simple version is smal...
by wlfbck
Thu Jun 22, 2017 2:41 pm
Forum: Angels Mods
Topic: [0.15.21] Best bug ever, get better refinerys for free
Replies: 8
Views: 3737

Re: [0.15.21] Best bug ever, get better refinerys for free

There's also another bug in that regard: The Gas Refinery MK2 has all inlets and outlets one further out (in the air basically) then needed. Also the Advanced Gas Refinery is actually worse, Crafting speed of 1 instead of 1.5 (for the Gas Refinery), while also being 6x6 instead of 4x4. (Power consum...
by wlfbck
Fri Jun 16, 2017 2:20 pm
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 24438

Re: Pollution is counter-intuitive?

Completely aside from the main discussion here, why would anyone ever, ever use efficiency modules? The only reason i produce a couple of them is for power armor mk2. It is just that much better to simply plop down another solarfield or steamengine line. The problem with steam is like I said it jus...
by wlfbck
Fri Jun 16, 2017 10:45 am
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 24438

Re: Pollution is counter-intuitive?

Efficiency Modules Tier 1 (miners, assemblers, etc.) and 2 (furnaces) efficiency modules are easily the most used, and also fairly cheap, tier 3 has very few uses. To save 80% of your energy usage I often see them used before the far larger investment of tier 3 productivity+speed, and in many build...
by wlfbck
Tue May 09, 2017 10:27 am
Forum: Modding help
Topic: Energy consuming Weapons
Replies: 9
Views: 2903

Re: Energy consuming Weapons

Why not just make as someone said, a battery-type ammo? Perhaps you can script it so when it depletes it spawns a depleted battery cell in your inventory, you would have to "Charge" in an assembler-like machine? Unless you wanted to have it run from your power armour? Then my guess would ...
by wlfbck
Tue May 09, 2017 12:12 am
Forum: Modding help
Topic: Energy consuming Weapons
Replies: 9
Views: 2903

Re: Energy consuming Weapons

Turrets have 4 entity types (Ammo, Electric, fluid and no input, used by gun turret, laser turret, flame turret and worms respectfully) Weapons used by the player, or vehicles like car and tank only have one type, Ammo, therefore all consume an item. Equipment grid weapons also only have one type, ...
by wlfbck
Mon May 08, 2017 10:12 pm
Forum: Resolved Problems and Bugs
Topic: Suicide with mod-weapon crashes game
Replies: 2
Views: 2486

Re: Suicide with mod-weapon crashes game

Damn, you guys are just too fast :P Thanks!
by wlfbck
Mon May 08, 2017 9:26 pm
Forum: Resolved Problems and Bugs
Topic: Suicide with mod-weapon crashes game
Replies: 2
Views: 2486

Suicide with mod-weapon crashes game

I'm currently making a weapon-mod (actually finished, this is the last issue), in which the weapon can also harm the player itself. If you kill yourself during running and shooting, the game crashes: log . This is only while running, killing oneself while standing still works fine. (Killing other pe...
by wlfbck
Mon May 08, 2017 11:26 am
Forum: Modding help
Topic: Energy consuming Weapons
Replies: 9
Views: 2903

Re: Energy consuming Weapons

After looking into it some more, it seems this is just not possible right now. Very sad, but oh well. Hope the devs make that possible at some point :)
by wlfbck
Sun May 07, 2017 6:58 pm
Forum: Modding help
Topic: Energy consuming Weapons
Replies: 9
Views: 2903

Re: Energy consuming Weapons

First of all, thanks for the answer!

I realized i probably didn't make it clear, but i want to make a gun, not a turret. I just looked at the laser turret because it's the only weapon in the base game that operates solely on electricity.

The electricity for the gun would come from the power armor.
by wlfbck
Sun May 07, 2017 5:51 pm
Forum: Modding help
Topic: Energy consuming Weapons
Replies: 9
Views: 2903

Energy consuming Weapons

I was wondering (and actually trying around) if it is possible for weapons to consume energy in any way, preferably instead of using normal ammunition? Using consumption_modifier = 0 with a 1stack ammo is a kinda workaround for the latter part, but adding energy_consumption = "1MJ" to the ...
by wlfbck
Fri Apr 28, 2017 11:10 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 97626

Re: [MOD 0.14.x] Bottleneck

Yeap updating works for that. I reported the factorio bug responsible for that actually: viewtopic.php?f=11&t=44870

It was fixed in 0.15.3.
by wlfbck
Fri Apr 28, 2017 2:08 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 97626

Re: [MOD 0.14.x] Bottleneck

Nexela wrote:I will update logistics momentarily, :P

Also Bottleneck and Logistics will get a slight facelift in the future :)
That's great to hear :)
by wlfbck
Fri Apr 28, 2017 11:01 am
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 97626

Re: [MOD 0.14.x] Bottleneck

Just as an FYI, Bottleneck Logistics also works, (kinda as expected) by just upping the version number in the info.json. Both mods would benefit from having the option to put the colored icon on the highest level in the draw order, here is why: http://i.imgur.com/xZef266.jpg Notice the covered icon ...
by wlfbck
Fri Apr 28, 2017 10:35 am
Forum: General discussion
Topic: Is that piece of junk toy rocket an atomic bomb ???!
Replies: 35
Views: 12173

Re: Is that piece of junk toy rocket an atomic bomb ???!

Yeah the nuke is disappointing. I was expecting a long range launch system, a much larger explosion, more damage, and at least a crater The dev should definitely make some changes about this, the toy rocket is unacceptable. From what it looks like right now i think it's a dummy implementation. So i...
by wlfbck
Tue Apr 25, 2017 8:18 pm
Forum: Resolved Problems and Bugs
Topic: LuaEntity.is_crafting() seems bugged
Replies: 2
Views: 1181

Re: LuaEntity.is_crafting() seems bugged

Aight, thanks! :)
by wlfbck
Tue Apr 25, 2017 6:20 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 97626

Re: [MOD 0.14.x] Bottleneck

trold/Nexela, is one of you planning to update this for 0.15? Unfortunately just changing the version doesn't work, it errors on start: http://i.imgur.com/TQYEzyl.png I don't know enough about factorios data structures, otherwise i would fix it myself. Hey i would be thankful if i also can a hint w...
by wlfbck
Tue Apr 25, 2017 6:07 pm
Forum: Resolved Problems and Bugs
Topic: LuaEntity.is_crafting() seems bugged
Replies: 2
Views: 1181

LuaEntity.is_crafting() seems bugged

I'm 99% sure this isn't working correctly in 0.15.1. This always evaluates to false, no matter what is happening in the furnace/assembling machine. Am i doing something wrong here? Otherwise i'll post a thread in the bug-forum.
by wlfbck
Tue Apr 25, 2017 5:09 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 97626

Re: [MOD 0.14.x] Bottleneck

trold/Nexela, is one of you planning to update this for 0.15? Unfortunately just changing the version doesn't work, it errors on start: http://i.imgur.com/TQYEzyl.png

I don't know enough about factorios data structures, otherwise i would fix it myself.
by wlfbck
Tue Apr 25, 2017 1:05 pm
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42845

Re: [0.15.*] Feedback topic

Oil needs to be upped in the starting area. I don't know how/if RSO depends on the values on the base game for the starting area, but in our multiplayer game there was basically no progress for 2 hours since red chips and thus blue science depends on oil, and loads of it. One cycle of the first oil...

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