Search found 275 matches

by DarkShadow44
Fri Jun 19, 2020 2:11 pm
Forum: PyMods
Topic: Deadlocks Stacking for Pyanodons mods
Replies: 162
Views: 53808

Re: Deadlocks Stacking for Pyanodons mods

Hm, it seems to have been undeprecated a while ago. But then again, we got https://mods.factorio.com/mod/DeadlockCratingRevived and a bunch of users (like me) who still want to use it, so I think support would be great. :)
by DarkShadow44
Wed Jun 17, 2020 6:16 pm
Forum: PyMods
Topic: Deadlocks Stacking for Pyanodons mods
Replies: 162
Views: 53808

Re: Deadlocks Stacking for Pyanodons mods

Would you mind adding support for Deadlock's Crating Machine (https://mods.factorio.com/mod/DeadlockCrating) ? Those are pretty similar, but I find the crates to be more balanced.
by DarkShadow44
Sun Jun 14, 2020 11:54 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1023
Views: 294830

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Are you currently actively working on it? Because the github code doesn't compile. I've got quite a few things, but I'd need a working basis for that, I guess.
by DarkShadow44
Wed Jun 10, 2020 3:46 pm
Forum: Frequently Suggested / Link Collections
Topic: Suggestion around Game-Internal Mods-Handling/Mods-Management
Replies: 8
Views: 7553

Re: Suggestion around Game-Internal Mods-Handling/Mods-Management

Agreed, mod profiles would be super useful. Currently can be worked around with by having save-games to synchronize mods and settings with. However, can't the same logic be reused for mod profiles?
by DarkShadow44
Thu Jun 04, 2020 8:51 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27678

Re: Geothermal - A clean, but powerful power source all day long

Reika wrote:
Thu Jun 04, 2020 6:13 pm
I never merge PRs, but feel free to post the code fix, and I will add it myself provided it will work.
Okay then. As noted, "allowed_effects = {}" does fix the modules issue on the geothermal generator.
by DarkShadow44
Tue Jun 02, 2020 5:22 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1023
Views: 294830

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

@kingarthur Is there a way to help you on this massive undertaking?
by DarkShadow44
Sat May 30, 2020 10:36 am
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27678

Re: Geothermal - A clean, but powerful power source all day long

Agreed, that makes sense. Leaving my original question aside for now, would you accept pull requests for those issues? The speed module issue is an easy fix, no idea why setting "allowed_effects" to "nil" doesn't work, but "{}" certainly should. EDIT: Seems like mining ...
by DarkShadow44
Fri May 29, 2020 11:41 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27678

Re: Geothermal - A clean, but powerful power source all day long

My goal wasn't to force players to move infrastructure around, just to have a big starting effect with declining value over time - like most resources in this game. Depending on your minimum/maximum, you can have patches that infinitely(!) give 50%-150% of what you now give constantly. So even with ...
by DarkShadow44
Wed May 27, 2020 3:39 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27678

Re: Geothermal - A clean, but powerful power source all day long

No, I specifically tuned it not to have that. Oh, I see. May I ask why you decided for a constant value instead of having it variable with a certain average? I'm guessing a config option is also out of the question then. If so, would you mind if I make a mod that has yours as dependency and simply ...
by DarkShadow44
Tue May 26, 2020 10:49 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27678

Re: Geothermal - A clean, but powerful power source all day long

Hi Reika, could we have a "depletion" behavior like with oil patches? I'm thinking along the lines of having different random starting yields that slowly shrink to a minimum yield. While not necessarily realistic, for balancing reasons this would seem useful to me. At the beginning it coul...
by DarkShadow44
Wed Jun 07, 2017 2:23 pm
Forum: Angels Mods
Topic: [0.15.x] Bob's Angelthon 0.15 (Alpha)
Replies: 4
Views: 2974

Re: [0.15.x] Bob's Angelthon 0.15 (Alpha)

romtos wrote:Just a heads-up: there is now an in-game marathon mode. Combined with the Automated Marathon Mod, there are very few cheap recipes.
I know, and that's what I'm working with. But the tanks and silos are still too cheap.
by DarkShadow44
Tue Jun 06, 2017 8:26 pm
Forum: Angels Mods
Topic: [0.15.x] Bob's Angelthon 0.15 (Alpha)
Replies: 4
Views: 2974

Re: [0.15.x] Bob's Angelthon 0.15 (Alpha)

Oh, didn't notice marathon mod automated integrated it. :? I'm coming from 0.14, and a lot of the recipes seemed cheaper, so I added the changes that made them more expensive again. Especially the tanks/warehouses/silos seemed way to easy to get for what they do, so I reworked that. :D Now, maybe it...
by DarkShadow44
Tue Jun 06, 2017 5:26 pm
Forum: Angels Mods
Topic: [0.15.x] Bob's Angelthon 0.15 (Alpha)
Replies: 4
Views: 2974

[0.15.x] Bob's Angelthon 0.15 (Alpha)

Name: Bob's Angelthon 0.15 Alpha Description: This mod adjusts Angel's Mods (in combination with Bob's Mods) to integrate Angel's Mods into Marathon Mod Automated. License: MIT Version: 0.2.0 Download: Mod portal I've created an continuation of Warringer' mod Bob's Angelton for 0.15. This mod adjust...
by DarkShadow44
Tue Jun 06, 2017 2:46 pm
Forum: Angels Mods
Topic: [0.15.x] Petrochem Plus
Replies: 98
Views: 58721

Re: [0.15.x] Petrochem Plus

@ Zombiee
Thanks for the temproary fix!

Also, the mod seems to have an dependency on bobplates for the glass recipe, it crashes without.
by DarkShadow44
Thu Jun 01, 2017 12:33 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1224726

Re: Bugs & FAQ

I too have a problem getting Fluid Splitters to work, is there a tutorial on how to set them up so they work? I can't pick a recipe for them, and they simply won't output anything.

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