Search found 275 matches
- 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.
- 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.
- 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.
- 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?
- 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
- 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?
- 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 ...
- 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 ...
- 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 ...
- 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...
- 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)
I know, and that's what I'm working with. But the tanks and silos are still too cheap.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.
- 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...
- 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...
- 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.
Thanks for the temproary fix!
Also, the mod seems to have an dependency on bobplates for the glass recipe, it crashes without.
- 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.