Search found 67 matches

by Sandman2003
Tue Jun 13, 2017 1:03 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91981

Re: [0.15] Space Extension Mod (SpaceX)

Rapier31 wrote:I'd like to try this with the bobs mod integration. How long do you think it will be before that is reimplemented?
A couple of weeks perhaps.... I don't think it will be particularly hard to do. I just have some personal stuff to deal with at the moment, first.
by Sandman2003
Sun Jun 11, 2017 7:56 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91981

Re: [0.15] Space Extension Mod (SpaceX)

aober93 wrote: Not needed, i am able to mod your mod :shock: And im not running vanilla maraton ,but my own marathon mod. Currently busy balancing it anyway lol
Very cool, but it is not just for you....And you would have needed to mod my mod for non-vanilla marathon anyway :lol:
by Sandman2003
Thu Jun 08, 2017 11:56 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91981

Re: [0.15] Space Extension Mod (SpaceX)

Hi Aober93 If I can, I am going to make it possible for you to enable the vanilla marathon settings, and disable it from affecting the costs of the SpaceX research etc. This would be via a setting in the mod settings area. Since it would be a setting (on/off), you could still take the option of enab...
by Sandman2003
Thu Jun 08, 2017 12:57 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91981

Re: [0.15] Space Extension Mod (SpaceX)

Hi t-lor Thanks for your feedback. I always welcome feedback. I am not entirely sure what you are arguing for - are you saying that you felt the costs of the 1st tier researches and components for SpaceX mod are too cheap? I probably agree. I am currently doing a run using the mod settings set to ma...
by Sandman2003
Sat May 20, 2017 12:27 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91981

Re: [0.15] Space Extension Mod (SpaceX)

Thanks for the excellent feedback,Mendel, Coppermine and HOSH. It looks like you turned off the Bob's mods integration. Just to let you know that I was able to turn this on again and everything seems to be working OK (based on cursory examination). I just had to move the commented-out chunk of code ...
by Sandman2003
Wed May 10, 2017 2:28 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91981

Re: [0.15] Space Extension Mod (SpaceX)

Agreed, Mendel, except that I wasn't intending SpaceX research to be affected by the technology multiplier and it seems that it is. You were supposed to be able to adjust vanilla tech costs independently of SpaceX costs to tailor the game in the way you wanted. SpaceX costs can be adjusted at the st...
by Sandman2003
Mon May 01, 2017 2:27 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91981

Re: [0.15] Space Extension Mod (SpaceX)

Isnt the tech research a bit expensive? No - some of the infinite research gets even more expensive after awhile. This is my best approximation to an equivalent to SpaceX version for 0.14 I mean normal high end research is like 500-1000. This one is 250000 :o With research modifier 10, this is 2,5 ...
by Sandman2003
Thu Apr 27, 2017 8:38 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91981

Re: [0.14.x] Space Extension Mod (SpaceX)

It would be cool if the rocket parts produced space science packs and the research required space science packs. Just a suggestion. And a very excellent suggestion it is to. Thanks for the feedback, and know that I am not done with functionality updates for the mod. I just wanted to get a compatibl...
by Sandman2003
Tue Jan 31, 2017 8:08 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91981

Re: [0.14.x] Space Extension Mod (SpaceX)

aober93 wrote:-Factorio-Version: 0.12.19


will you make this compatible to 14.21?
It is compatible with 0.14! Fixed above.

https://mods.factorio.com/mods/LordKTor/SpaceMod
by Sandman2003
Thu Jan 26, 2017 2:51 am
Forum: Implemented mod requests
Topic: Rocket Launched without satellite warning
Replies: 2
Views: 1066

Re: Rocket Launched without satellite warning

Nice one! :D

I was hoping that might be the case.
by Sandman2003
Thu Jan 26, 2017 12:16 am
Forum: Implemented mod requests
Topic: Rocket Launched without satellite warning
Replies: 2
Views: 1066

Rocket Launched without satellite warning

Currently (or at least last time I looked), this warning is hard coded into the base code. satellite warning.png I would like mod control over whether this simple warning is generated or not. A simple flag that can be set to from my mod, and an additional check to see whether the warning should be g...
by Sandman2003
Mon Jan 23, 2017 9:57 pm
Forum: Technical Help
Topic: Error on mod update
Replies: 2
Views: 777

Re: Error on mod update

Good guess just tried that and it fixed it!

Thanks.
by Sandman2003
Mon Jan 23, 2017 9:43 pm
Forum: Technical Help
Topic: Error on mod update
Replies: 2
Views: 777

Error on mod update

Mod update error
Mod update error
mod-update-error.png (13.88 KiB) Viewed 777 times
HI

I am having an issue with uploading my latest mod update. I had no issue with an update as recently as 2 weeks ago. Now I am getting the following error, and the upload never finishes. I have no idea which field the message is referring to.
by Sandman2003
Mon Jan 23, 2017 9:00 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91981

[0.16] Space Extension Mod (SpaceX)

Name: Space Extension Mod Version: 0.3.15 Factorio-Version: 0.16 Description: Greatly extend the end game requiring multiple launches and massively increased science License: MIT Release: 05/22/2016 Long Description: If you are like me, and have been playing factorio for a while, in my case since re...
by Sandman2003
Sat Jul 16, 2016 1:55 am
Forum: Mods
Topic: {WIP}[0.12.19+]Space Extension Mod
Replies: 10
Views: 6623

Re: {WIP}[0.12.19+]Space Extension Mod

I'd have potentially tricky request. Your mod techs cost are already quite high so playing with science tweaker mod on them would make them insanely costly. Would it be possible to add a "compatibility" of sorts to make them less costly when mod is detected so that they are only very cost...
by Sandman2003
Fri Jul 15, 2016 12:51 pm
Forum: Mods
Topic: {WIP}[0.12.19+]Space Extension Mod
Replies: 10
Views: 6623

Re: {WIP}[0.12.19+]Space Extension Mod

Does this mod work with Bob's mod, science cost overhaul, & marathon? It currently only uses vanilla products in the recipes, but there is no particular reason why it wouldn't work with those other mods. Be warned that you would be in for an extremely long game, however..... I may in future ena...
by Sandman2003
Fri Jul 15, 2016 11:57 am
Forum: Mods
Topic: {WIP}[0.12.19+]Space Extension Mod
Replies: 10
Views: 6623

Re: {WIP}[0.12.19+]Space Extension Mod

This Mod has now been updated for version 0.13 - use in game mod portal for latest version.
by Sandman2003
Sun Jul 03, 2016 12:37 am
Forum: Videos
Topic: Launch per second factory
Replies: 10
Views: 6656

Re: Launch per second factory

Thanks mate. It was a lot of fun doing it.
by Sandman2003
Tue Jun 21, 2016 10:52 am
Forum: Mods
Topic: {WIP}[0.12.19+]Space Extension Mod
Replies: 10
Views: 6623

Re: {WIP}{0.12.19+]Space Extension Mod

Wow lots of questions bNarFProfCrazy Well to finish the game you will really need some time if this mod is enabled. Well that is the stated purpose of the mod. To put things in perspective in my second run through of the mod, I completed everything in about 100 hours. However I was thinking that the...
by Sandman2003
Tue Jun 21, 2016 10:26 am
Forum: Videos
Topic: Launch per second factory
Replies: 10
Views: 6656

Re: Launch per second factory

In various of the episodes I actually go through quite a bit of this math, but the thing is, if you ignore mechanical limitations you will end up with a result that doesn't actually work. For example the highest electronics components assembly machine with god module 5s inserted runs at 52x and has ...

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