Search found 1834 matches

by FuryoftheStars
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.
by FuryoftheStars
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.
by FuryoftheStars
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:

mudcrabempire wrote:
Sat Jul 13, 2019 6:01 am
I don't think it's a good idea to argue physics here.
I wasn’t. I was arguing the point that pumps being in the game are arbitrary.
by FuryoftheStars
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?
by FuryoftheStars
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...
by FuryoftheStars
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 ...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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

slippycheeze wrote:
Thu Jul 11, 2019 11:57 pm
...
Ah, yup, rereading your other post I realize now I kind of misread what you were trying to say. Sorry about that. :)
by FuryoftheStars
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...
by FuryoftheStars
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 ...
by FuryoftheStars
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.
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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!
by FuryoftheStars
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...
by FuryoftheStars
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...

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