Search found 173 matches

by Natha
Sun May 10, 2015 6:36 am
Forum: Mods
Topic: [MOD 1.1] Oxygen
Replies: 88
Views: 76189

Re: [0.11.X] Oxygen

Hi You say you've set this mod to start the game with 10 Oxygen Bottles, but that you personally feel that you'd be able to research up to the Chemical Plant tech before using more than half of that. Well, I'm the opposite, I'm rather less hardcore, so might it be a good idea to make several versio...
by Natha
Tue May 05, 2015 5:16 pm
Forum: This Forum
Topic: May, 05
Replies: 5
Views: 10771

Re: May, 05

OT:
ssilk wrote:Btw: I looked lately a lot City Skylines on YouTube. Nice game. I should give it a try... :twisted:
I play it, its rly fantastic! :D
by Natha
Mon May 04, 2015 12:31 pm
Forum: Ideas and Suggestions
Topic: Explosives, Acids, Fuel.
Replies: 8
Views: 5475

Re: Explosives, Acids, Fuel.

some of the content (e.g. the new sulfur processing) are implemented in my mod ;) Check it out
by Natha
Sun May 03, 2015 4:52 am
Forum: Mods
Topic: [MOD 1.1] Oxygen
Replies: 88
Views: 76189

Re: [0.11.X] Oxygen

Since you're making oxygen a thing to worry about, it would be really neat to have an atmosphere dispenser that builds a dome of safe space that you don't need a mask in. Think kind of force field type thing on space carriers and the like. You dont need any gas masks while you are in the dispensing...
by Natha
Sun May 03, 2015 4:49 am
Forum: Modding help
Topic: Help o.o.. Things broke o.O!
Replies: 5
Views: 1692

Re: Help o.o.. Things broke o.O!

The error is in the prototype definition shown in the message box. it misses a name or a type. Please post your date.lua file ;) The error seems to be in Test mode.
by Natha
Sat May 02, 2015 4:16 pm
Forum: Modding help
Topic: Create fluid from entity?
Replies: 2
Views: 1252

Re: Create fluid from entity?

you need the fluidbox: https://forums.factorio.com/wiki/index.php?title=Lua/Entity#fluidbox The fluidbox array is avaiable for tanks, assembling machines, pipes and other liquid holding entities. ahh... i know what you mean... a recipe that produces fluid? No problem, the results property in the rec...
by Natha
Sat May 02, 2015 5:52 am
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 78812

Re: [0.11.X] N.Tech-Chemistry

I dont know why, but nothing works: No migration script (copied from Slipstream), doesnt work with control.lua ... even both methods: resettechnologies() and resetrecipes() and set tech to not researched and again to researched ... :( I think it should be done via migrations.lua and and a file simi...
by Natha
Mon Apr 27, 2015 2:57 pm
Forum: Ideas and Suggestions
Topic: Additions to the fluid system
Replies: 22
Views: 7610

Re: Additions to the fluid system

I think the boilers could be made rotatable, and have one axis for water, one axis for steam. So water flows left and right through a row of boilers, and steam flows up and down. Or rotate the boilers for the opposite. So you feed water into the left most boiler. It applies heat. If the temperature...
by Natha
Sun Apr 26, 2015 4:53 pm
Forum: Ideas and Suggestions
Topic: Randomness
Replies: 5
Views: 2918

Re: Randomness

I like the idea with natural changes... maybe the seas can grow slowly (so you have to care at start of game, that you dont build right next to the water :D)
by Natha
Sun Apr 26, 2015 3:54 pm
Forum: Implemented mod requests
Topic: [Request] Fluid Temperature
Replies: 2
Views: 4041

Re: [Request] Fluid Temperature

The only way I see currently is, as you wrote, access the output pipes of the machine and set the temperature manually. Here we discuss about some fluid additions you like to see ;)
by Natha
Sun Apr 26, 2015 1:48 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 78812

Re: [0.11.X] N.Tech-Chemistry

I dont know why, but nothing works: No migration script (copied from Slipstream), doesnt work with control.lua ... even both methods: resettechnologies() and resetrecipes() and set tech to not researched and again to researched ... :(
by Natha
Sun Apr 26, 2015 1:25 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 78812

Re: [0.11.X] N.Tech-Chemistry

orzelek wrote:Have you looked into compatibility (on resources level at least) with Bob's mods?
Should work. Bobs and my mod share e.g. the oxygen, hydrogen, sulfur dioxide and some other things.
by Natha
Sun Apr 26, 2015 12:50 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 78812

Re: [0.11.X] N.Tech-Chemistry

Hmmm, you cant craft sulfur dioxide, because you researched sulfur before the mod :D This is one thing i hate in Factorio ;) I should implement a method that unlocks the recipes when you load the game. Ok, I'll download and test right away - it is possible to reset recipes and researches, but I was...
by Natha
Sun Apr 26, 2015 11:49 am
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 78812

Re: [0.11.X] N.Tech-Chemistry

Both machines should be present near to the furnaces ;) I looked everywhere - here an image of the chemistry- and production-tab: http://imgur.com/d9LI9Qk http://imgur.com/d9LI9Qk I did all the researches, got the recipes for cooling'/heating, but not the appropriate machines. Edit: I just realized...
by Natha
Sun Apr 26, 2015 7:41 am
Forum: Ideas and Suggestions
Topic: Additions to the fluid system
Replies: 22
Views: 7610

Re: Additions to the fluid system

I think the boilers could be made rotatable, and have one axis for water, one axis for steam. So water flows left and right through a row of boilers, and steam flows up and down. Or rotate the boilers for the opposite. So you feed water into the left most boiler. It applies heat. If the temperature...
by Natha
Sun Apr 26, 2015 4:09 am
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 78812

Re: [0.11.X] N.Tech-Chemistry

~snip~ Edit: Oh i know what you mean: The science Packs. I've removed Naphtha in next update (because no usage), so the problem no longer exists :D I wouldn't remove it altogether. I think a neat idea would be that when you research basic oil processing it gives the ability to crack the oil product...
by Natha
Sat Apr 25, 2015 2:46 pm
Forum: This Forum
Topic: User ranks and their colors
Replies: 2
Views: 6970

Re: User ranks and their colors

This idea is great, but the Factorio staff color should be brown - like The color of the logo :P
by Natha
Sat Apr 25, 2015 1:09 pm
Forum: Ideas and Suggestions
Topic: Additions to the fluid system
Replies: 22
Views: 7610

Re: Additions to the fluid system

I think the best method for "Water goes in, steam goes out" for boilers, is exactly that, Water goes in, Steam comes out, and nothing else. so one boiler can only produce so much steam, even if it has more water. this steam then powers the generator turbines, rather than the temperature o...
by Natha
Sat Apr 25, 2015 12:59 pm
Forum: Ideas and Suggestions
Topic: Additions to the fluid system
Replies: 22
Views: 7610

Re: Additions to the fluid system

Now I reduce the flow to 50%, or even lower: What comes out then? The water is heated faster (more per boiler) => 150+ degree Now I increase the flow to 200% or much more: What comes out then? The water is heated slower (less per boiler) => 100 degree The flow can be controlled with pumps. How can ...
by Natha
Sat Apr 25, 2015 10:31 am
Forum: Ideas and Suggestions
Topic: Additions to the fluid system
Replies: 22
Views: 7610

Re: Additions to the fluid system

Ok, tell me please how that should work in detail? - What should happen, if you put a liquid into a row of boilers and some liquid reach the temperature you want within a tick (=change the state), and some not? - How do you want to reach an exact temperature? Which kind of regulation do you need/wa...

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