Search found 63 matches

by Nagshell
Thu Mar 26, 2015 9:41 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 29154

Re: [MOD 0.11.x] Ore processing

Well, loop is enabled, but it's balanced by low output compared to space / energy. At point where you are able to even produce required buildings your factory will require so much that ore processing will not make complete infinite resource spawner, but only lessen your need of raw ore. Or you could...
by Nagshell
Sun Mar 22, 2015 9:26 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 29154

Re: [MOD 0.11.x] Ore processing

I don't really get your point, my modification is not changing whole process, but it's tweaking numbers a little, to simplify amount of building needed to achieve balance. And because of that "explosion" of machine you are talking about... there is nothing like that in base game, unless yo...
by Nagshell
Sun Mar 22, 2015 7:37 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 29154

Re: [MOD 0.11.x] Ore processing

The issue is that nested chain production with nested timing and nested machines can trick you out. You may think it's not much, but in reality everything explodes. Making recipes output from 1 machine to another 1 machine so you simplify the process. Doing things like from 1 machine to 2 machines ...
by Nagshell
Sun Mar 22, 2015 7:34 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 29154

Re: [MOD 0.11.x] Ore processing

Well, at the moment I think it's best to use only like 1 or two steps, so build only ore washer and pulverizer. Quite good setup I found is 4 pulverizers into 5 ore washers into 2 furnaces(3-4 without modules), where pulv can be supported by one blue inserter. This is not fast process, but it's supp...
by Nagshell
Sun Mar 22, 2015 11:35 am
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 29154

Re: [MOD 0.11.x] Ore processing

Not-so-short calculations: As of 0.6.1 perfect ratio in production chain is a as follows: all numbers are per second Recipe 1: Small Chunk = Input 1/10 Output 9/10 Recipe 2: Small Clean Chunk = Input 2/3 Output 3/4 Recipe 3: Dust = Input 1/2 Output 5/9 Recipe 4: Crystallized Dust = Input 9/13 Output...
by Nagshell
Fri Mar 20, 2015 3:23 pm
Forum: Technical Help
Topic: Window size
Replies: 5
Views: 3657

Re: Window size

Factorio version 11.18, Windows 7 Home Premium 64 bit Service Pack 1
When I go in windowed mode, window has disabled "Resize" option in right-click menu. Also Win + Left does not work.
Attaching screenshots with my in-game options if this of a help.
by Nagshell
Fri Mar 20, 2015 12:12 am
Forum: Technical Help
Topic: Window size
Replies: 5
Views: 3657

Window size

So I tried to play in windowed mode, but it's really impossible. Changing into window sets window size at my resolution and I can't change window size after it. I'd like for window to use only half of my screen, and that's not possible atm. I consider this a technical bug / technical design "no...
by Nagshell
Tue Mar 17, 2015 8:25 pm
Forum: Mods
Topic: [0.11.18+](1.0.0) Void Chest (Now With Flavors!)
Replies: 13
Views: 20503

Re: [0.11.18+](1.0.0) Void Chest (Destroy the waste!)

About ore removing:
I'm not sure if it's safe way, but you can use landfill mod to destroy land with ore and then fill it back and that should destroy everything on that tiles
by Nagshell
Tue Mar 17, 2015 1:25 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 29154

Re: [MOD 0.11.x] Ore processing

Maybe there could happend to make some stone waste from processing? Atm iron and copper are "infinite" thx to your mod, and awesome wood processing makes coal achievable. Last thing which could appear is generating stone, like from 1st step of your process. It could make a problem for play...
by Nagshell
Tue Mar 10, 2015 7:47 pm
Forum: Mods
Topic: [MOD 0.11.3] Replicators 0.2.1
Replies: 67
Views: 79369

Re: [MOD 0.11.3] Replicators 0.2.1

Is there a way of disabling replicators power generations? I'd like to play without them, and without them even in my recipe window. This would make replication much more power-hungry, which is what i'm aiming for (Because it's little to easy for me now :D)
by Nagshell
Sun Mar 08, 2015 3:00 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 326580

Re: [MOD 0.11.13+] Treefarm REDUX

About F-mod trees. As I was looking at them, they are not considered trees by the game. Maybe you could look into DyTech or Coffee(small add-on for treefarm) files, there are working examples.
by Nagshell
Fri Mar 06, 2015 7:47 pm
Forum: Mods
Topic: [MOD 0.11.x] Alien Temple
Replies: 16
Views: 17991

Re: [MOD 0.11.x] Alien Temple

After update to 11.17 game didn't want to launch at all throwing error about entity.
I managed to compare new core files of radar, and there appeared new line
max_distance_of_nearby_sector_revealed = 3,
Which i copied to temple and it started to launch and work again.
by Nagshell
Fri Mar 06, 2015 12:04 pm
Forum: Mods
Topic: [MOD 0.11.x] Alien Temple
Replies: 16
Views: 17991

Re: [MOD 0.11.x] Alien Temple

It suddenly stopped working. How can I fix it? :(
by Nagshell
Wed Mar 04, 2015 5:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 82825

Re: [MOD 0.11.x] Force Fields - energy powered walls

I wanted to wall of with those walls, but I'd like to send train outside. I have to use normal gate for that? Any suggestions are welcome. ("Force gates would be awesome :P")
by Nagshell
Tue Mar 03, 2015 5:22 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 29154

Re: [MOD 0.11.x] Ore processing

As I was looking at whole mod from almost start I see that idea is much more clear and better now. Good job!
I have one question tho, as I saw that you are doing something with modules... would it be compatible with 8 tiers of modules in DyTech?
by Nagshell
Mon Mar 02, 2015 11:06 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Void chests
Replies: 4
Views: 5261

Re: [Idea] Void chests

But is there any working mod that actually has trash bin? I'd like to dump my bitters bodies in DyTech, coz i don't use bones for anything and i wanted to have chitin walls, but manually clearing thousands of trash is boring, i wanted to (keyword) automate deleting stuff from my factory and I can't ...
by Nagshell
Mon Mar 02, 2015 11:04 pm
Forum: Mods
Topic: [MOD 0.12.x] Item Collectors
Replies: 36
Views: 43874

Re: [MOD 0.11.x] Item Collectors

So, would you recommend it to a friend using DyTech to collect bitters bodies? This friend of my who totally isn't me is not fond of making huge areas of belts and doing fancy stuff with walls to try to controll items laying on ground.
by Nagshell
Mon Mar 02, 2015 10:57 am
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 140361

Re: [0.11.1] endless resources

How can I make it work with DyTech ores and gems? I'd love to get more of those (*_* )
by Nagshell
Mon Mar 02, 2015 10:32 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 188875

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Hey, i wanted to use this mod with DyTech, how should i configure it to get some nice balanced spawns? I'm not very good at fighting in DyTech, so rather mild configuration would be great ('_' )// I'm asking for everything I need to put in files and/or game "new map" settings, because I do...
by Nagshell
Sun Mar 01, 2015 11:53 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 185548

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

There is a command in console that makes you craft faster:
game.player.force.manualcraftingspeedmodifier=1000
Maybe you can use that?


How walls will work?

Keep up good work, man, you're awesome.

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