Search found 1834 matches
- Sat Jul 13, 2019 3:30 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 18472
Re: [MOD 0.16] Diesel Locomotive
Well, the locomotive can’t use the fluids directly. What has to happen is as fluid is added (or removed), it creates an item out of the fluid and puts that into the locomotive, assigning fuel values and the like to the item.
- Sat Jul 13, 2019 3:26 pm
- Forum: Won't implement
- Topic: Let modded rail bounding boxes be larger than vanilla
- Replies: 16
- Views: 4170
Re: Let modded rail bounding boxes be larger than vanilla
To go with Choumiko’s suggestions, the mod author can probably add custom pump entities for use with the ships.
It sucks, yeah, but it would allow it to continue to work.
It sucks, yeah, but it would allow it to continue to work.
- Sat Jul 13, 2019 10:36 am
- Forum: Ideas and Suggestions
- Topic: You won't like but here's what would fix fluids:
- Replies: 31
- Views: 4055
Re: You won't like but here's what would fix fluids:
I wasn’t. I was arguing the point that pumps being in the game are arbitrary.mudcrabempire wrote: ↑Sat Jul 13, 2019 6:01 amI don't think it's a good idea to argue physics here.
- Sat Jul 13, 2019 2:47 am
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 18472
Re: [MOD 0.16] Diesel Locomotive
For some reason I completely forgot that solid fuel is made by 20 units of heavy oil while only 10 units of light. For balance reasons, I was thinking of slashing heavy oil's fuel value in half (right now it's balanced towards 10 units of heavy oil to solid fuel).
Thoughts, comments?
Thoughts, comments?
- Sat Jul 13, 2019 2:36 am
- Forum: Ideas and Requests For Mods
- Topic: Turn wood into crude oil
- Replies: 38
- Views: 7171
Re: Turn wood into crude oil
Mod uploaded.
Forum thread: viewtopic.php?f=190&t=73212&p=441901#p441901
Mod page: https://mods.factorio.com/mod/Wood2OilProcessing
Forum thread: viewtopic.php?f=190&t=73212&p=441901#p441901
Mod page: https://mods.factorio.com/mod/Wood2OilProcessing
- Sat Jul 13, 2019 2:31 am
- Forum: Mods
- Topic: [MOD 1.1.x] Wood to Oil Processing
- Replies: 6
- Views: 2611
[MOD 1.1.x] Wood to Oil Processing
Name: Wood to Oil Processing Summary: Adds a couple advanced recipes that allows converting of wood into oil products. Uses all vanilla items & fluids; no custom items or fluids added that need new chains to deal with. Does have some basis in reality. Can optionally be used along side the existi...
- Sat Jul 13, 2019 1:02 am
- Forum: Ideas and Requests For Mods
- Topic: Turn wood into crude oil
- Replies: 38
- Views: 7171
Re: Turn wood into crude oil
So I've been testing this for a bit and I think I've got some "final" balance numbers. Not sure what others think. Basic Wood to Oil Processing Ingredients: 5x Wood Results: 1 2x Heavy Oil Crafting time: 5 4s Advanced Wood to Oil Processing Ingredients: 5x Wood 5x Sulfuric Acid Results: 2 ...
- Fri Jul 12, 2019 10:53 pm
- Forum: Ideas and Requests For Mods
- Topic: Turn wood into crude oil
- Replies: 38
- Views: 7171
Re: Turn wood into crude oil
Hey, heavy oil rather than crude oil is interesting from a gameplay perspective ! You will be able to make solid fuel and use it in flame turrets, though that's pretty much it... This could give you a good enough boost to be able to claim the oil that you're missing ! You can also use it to make lu...
- Fri Jul 12, 2019 8:04 pm
- Forum: Ideas and Requests For Mods
- Topic: Turn wood into crude oil
- Replies: 38
- Views: 7171
Re: Turn wood into crude oil
Well, yeah, any requirements like sulfuric acid, blue science and such will defeat the value of such mod. Or at least make the tech obsolete by the game time point at which it could be researched. However, thinking in that direction, I would suggest to do a 2 tiers of such tech - the basic direct w...
- Fri Jul 12, 2019 5:57 am
- Forum: Ideas and Suggestions
- Topic: You won't like but here's what would fix fluids:
- Replies: 31
- Views: 4055
Re: You won't like but here's what would fix fluids:
You simply can't fit pumps everywhere. Because not only you require the space for the pump itself, but also to provide electricity to it. {...} And mind you, unless you have a long, unbending series of pumps, you will lose output based on the distance. You don't need to fit pumps everywhere, it wou...
- Fri Jul 12, 2019 12:14 am
- Forum: Not a bug
- Topic: [0.17.55]Trees not marked for destruction when ghosting belts
- Replies: 11
- Views: 2351
Re: [0.17.55]Trees not marked for destruction when ghosting belts
Ah, yup, rereading your other post I realize now I kind of misread what you were trying to say. Sorry about that.
- Thu Jul 11, 2019 11:53 pm
- Forum: Ideas and Suggestions
- Topic: You won't like but here's what would fix fluids:
- Replies: 31
- Views: 4055
Re: You won't like but here's what would fix fluids:
How is that different from belts? Belts can only transport just so much per second. If you need more, add another pipe (belt). Belt's output won't change based on distance. You can tile layouts as far as you want. You can't do that with pipes because they will just stop outputting stuff at a certai...
- Thu Jul 11, 2019 11:50 pm
- Forum: Not a bug
- Topic: [0.17.55]Trees not marked for destruction when ghosting belts
- Replies: 11
- Views: 2351
Re: [0.17.55]Trees not marked for destruction when ghosting belts
And yes, I do use squeak through, but I've not noticed this problem in the past. That's the exact mod I was thinking of, thanks for the confimation. I hit this, or something similar, when using Squeak Through, and also Fish and Wildlife - which causes trees to regrow, but using the tiny little box ...
- Thu Jul 11, 2019 11:40 pm
- Forum: Ideas and Suggestions
- Topic: Allow Inserters to take fuel from trains again
- Replies: 50
- Views: 9057
Re: Allow Inserters to take fuel from trains again
+1 to allowing this in limited situations, like via circuit signal or filter inserters only, etc.
- Thu Jul 11, 2019 8:21 pm
- Forum: Ideas and Suggestions
- Topic: You won't like but here's what would fix fluids:
- Replies: 31
- Views: 4055
Re: You won't like but here's what would fix fluids:
That's basically why I play Factorio, to solve puzzles like that. If everything just teleported from outputs to inputs this wouldn't be much of a game. The issue is that flow mechanics don't add complexity, it just adds a hard limitation. You literally can't solve a problem when there is a limit on...
- Thu Jul 11, 2019 6:35 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 18472
Re: [MOD 0.16] Diesel Locomotive
Getting error on launching the newest version on .17.55 Capture.PNG I'm running 0.17.55 as well and do not get that error. Are you running any other mods? EDIT: Looking into this some, I think you may be running a mod that adds the next_upgrade value to storage tanks (like something that adds addit...
- Thu Jul 11, 2019 3:10 pm
- Forum: Ideas and Suggestions
- Topic: You won't like but here's what would fix fluids:
- Replies: 31
- Views: 4055
Re: You won't like but here's what would fix fluids:
I think urza99814 summed up my feelings on this fairly well. Personally, I feel as though half the issues with the current system and probably what causes most of the dislike for it is that currently it doesn’t work all that well/has bugs in it. If those were fixed and everything flowed better/the w...
- Wed Jul 10, 2019 4:24 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 18472
Re: [MOD 0.16] Diesel Locomotive
Yeah, wasn’t quite sure how to handle that as evildogbot100 added me as collaberator to the original mod page. We’ll talk it over real fast and figure out the best path forward.
Thanks!
Thanks!
- Wed Jul 10, 2019 3:54 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 18472
Re: [MOD 0.16] Diesel Locomotive
Evildogbot100 has allowed me to update this mod for 0.17. Key changes: Tank mechanism has been changed from a 3 tank to 1 tank system. Due to 0.17's new anti-fluid mixing logic, I don't think this should be an issue. It allows 6 hookup positions for filling or draining the fuel to help save on the n...
- Tue Jul 09, 2019 11:42 pm
- Forum: Technical Help
- Topic: How to install a previous mod's version? (Downgrade mod)
- Replies: 4
- Views: 1218
Re: How to install a previous mod's version? (Downgrade mod)
I guess you can manually download an older version from the mod portal here: https://mods.factorio.com/ Then you will need to put that older version inside the mod folder of your Factorio (and remove the newer one I suppose), the actual path of the mod folder depends on your operating system. You s...