Search found 266 matches

by judos
Sat May 27, 2017 6:24 pm
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42927

Re: [0.15.*] Feedback topic

oh that's what I meant but didn't write :)
Sure that's fine for me!
by judos
Sat May 27, 2017 4:10 pm
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42927

Re: [0.15.*] Feedback topic

well if you don't use infinite ores then you end up with nothing at all :) But I wanted to have the minimum yield for some area around the starting area and only with some distance it should start increasing the yield. True frequency might actually help... But even so, I would still change the setti...
by judos
Fri May 26, 2017 8:17 pm
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42927

Re: [0.15.*] Feedback topic

Hi there, Would it be possible to change the settings minimum value of "rso-global-richness-mult" to 0? I wanted to make a very hard map with angel's infinite mod and rso, but I think even with minimum value of 0.1 richness multiplier I get to high yields on resources. Especially because I...
by judos
Sun May 14, 2017 7:17 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52053

Re: [MOD 0.14.x] BeltSorter 0.3.5

update 0.3.6 - migrate to support factorio 0.15.9 Has been out already for a few days but I forgot to update the forum. ;) hf @Taroundir: Thanks for the feedback, i'lll update this for the next version. Also I don't know whether it's now easily possible to use the native item dialog of factorio. If...
by judos
Fri May 05, 2017 8:32 pm
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 44587

Re: Version 0.15.9

We just experienced similar issue in 0.15.8 where hovering over an other player crashes the game. Does anyone know if that was the same issue ?
by judos
Fri May 05, 2017 8:04 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31909

Re: [MOD 0.15.x] HardCrafting 0.5.4

@kaldskryke 1) Indeed it did. It's now added as well 2) Yes for the better ratio (can put 2 big processing machines beside each other to do the processing easier) @bdean20 Not 100% active, rather like 50% I would say. I zoom in and out from playing factorio. Also I don't get enough time to do all I ...
by judos
Tue May 02, 2017 10:39 pm
Forum: Modding help
Topic: Simple update script for 0.14 -> 0.15
Replies: 1
Views: 954

Re: Simple update script for 0.14 -> 0.15

haha awesome ideaa! Thanks for automating part of the migration process!
I'm just gonna try this out for updating my mods... :D
by judos
Mon Apr 17, 2017 10:10 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282694

Re: [Mod 0.14] Logistic Train Network 1.0.1

Hi Optera, Awesome mod! Thanks a lot for your work! Some questions: Depots: Do they not care for the signal min-/max-length ? That would be great. Because I build a depot for 10 waggons trains which is now partly occupied by 2 waggon trains which seems like a waist :) Binary encoding: This is also o...
by judos
Sun Apr 02, 2017 1:26 am
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 42578

Re: Friday Facts #184 - Five years of Factorio

Awesome, thanks for the 0.1 version of factorio :D
Gave me another few hours of fun.

Too bad there's no achievement for this :lol:
by judos
Mon Mar 20, 2017 7:50 pm
Forum: Multiplayer
Topic: [EU] Clockwork Pilgrims
Replies: 18
Views: 7151

Re: [EU] Clockwork Pilgrims

Awesome scenario, it's really fun gameplay and cool team who plays here. Can definitely recommend.

@Altaric: Are there special online times of the server, or just random?
by judos
Thu Feb 02, 2017 8:05 am
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 88400

Re: [MOD 0.14] Robot Mining Site 0.5.0

Around yes, but I don't find time right now for factorio.
I tested the decider mostly only with item signals, not with abstract signals. Maybe I made a mistake for that part. Does it work with item signals?
by judos
Wed Dec 07, 2016 10:32 pm
Forum: Multiplayer
Topic: [14.20] Supplies for Christmas
Replies: 4
Views: 2651

Re: [14.20] Supplies for Christmas

@Panda: Server is online of course. Modpack has changed a little since last time. I would like to mention again that we should not connect big factories to the power network if they are not running. So please use a power switch for the huge processing factories! E.g. Iron uses 300MW standby power wi...
by judos
Sun Nov 20, 2016 1:42 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52053

Re: [MOD 0.14.x] BeltSorter 0.3.4

Changes and fixes for 0.3.5
- fixed an error when copying entity settings from one to another belt-sorter
by judos
Sun Nov 20, 2016 1:41 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52053

Re: [MOD 0.14.x] BeltSorter 0.3.4

Hi YTM, I just released an update for it :) Thanks for the report. The issue was the copy settings has two methods (one for normal, one for advanced belt-sorter). Which is called depends on the source entity, so since the advanced belt-sorter has been added this caused some issues. Now the issue sho...
by judos
Sun Nov 20, 2016 11:46 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388480

Re: [MOD 0.14.13+] Creative Mode 0.2.2 - Epic update!!

Those are all properties on the prototype which can be set for the entity, so it shouldn't be a large hack :)
by judos
Sat Nov 19, 2016 11:52 am
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52053

Re: [MOD 0.14.x] BeltSorter 0.3.4

o.O now how could this happen? I will check it asap. Otherwise v.0.3.3 should work fine as well.
by judos
Fri Nov 18, 2016 10:13 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52053

Re: [MOD 0.14.x] BeltSorter 0.3.0

' Changes and fixes for 0.3.4 - fix config not copied in blueprint when blueprint is rotated - fix config not loaded when advanced beltsorter is built by blueprint - fix potential crash in item selection gui - Recipe is a LOT cheaper now - adapted to the much more powerful inserters since factorio 0...
by judos
Fri Nov 18, 2016 9:42 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388480

Re: [MOD 0.14.13+] Creative Mode 0.2.2 - Epic update!!

Hi Mooncat,

Awesome mod!

Small request: Can we have a "Creative Roboport" with huge area and amount of charging / charging places ?

/edit: maybe also creative robots (don't use energy, are extremely fast) ?

Cheers,
judos
by judos
Mon Nov 14, 2016 9:01 pm
Forum: Multiplayer
Topic: RSO/Bob+angels
Replies: 52
Views: 16460

Re: RSO/Bob+angels

I joined the new map and saw that kaZ created a new modpack for the server, if you want to join you can find the modpack here:
viewtopic.php?f=53&t=36577 ;)
by judos
Mon Nov 14, 2016 3:40 pm
Forum: Mods
Topic: [MOD 0.14.x+] RocketAutoStart 0.2.1
Replies: 1
Views: 6549

Re: [MOD 0.14.x+] RocketAutoStart 0.2.1

Updated for factorio 0.14 :)

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