Search found 173 matches
- 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...
- Tue May 05, 2015 5:16 pm
- Forum: This Forum
- Topic: May, 05
- Replies: 5
- Views: 10771
Re: May, 05
OT:
I play it, its rly fantastic!ssilk wrote:Btw: I looked lately a lot City Skylines on YouTube. Nice game. I should give it a try...
- 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
- 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...
- 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.
- 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...
- 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...
- 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...
- 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 )
- 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
- 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 ...
- 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
Should work. Bobs and my mod share e.g. the oxygen, hydrogen, sulfur dioxide and some other things.orzelek wrote:Have you looked into compatibility (on resources level at least) with Bob's mods?
- 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...
- 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...
- 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...
- 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...
- 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
- 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...
- 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 ...
- 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...