Search found 684 matches

by aka13
Wed Apr 11, 2018 12:27 pm
Forum: Ideas and Requests For Mods
Topic: ME storage system like in "applied energetics" mod for MC
Replies: 5
Views: 2864

Re: ME storage system like in "applied energetics" mod for MC

It's already in the game. It's called logistic robots. No seriously. That is what logistic robots do, think about it. I know there are these robots, you need not insult me, I had even all factory running only on logistic system AE2 is a helper mod. It provides other mods with logistic tools and met...
by aka13
Tue Apr 10, 2018 10:06 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 68151

Re: [MOD 0.14] AAI Vehicles: Miner

Hey, using the latest version, barrels get doubled when used in a miner. Input 100 barrels worth of sulfuric into mk5 miner, got 199 empty barrels out. Seems consistent. Am I doing something wrong? edit It's *2-1 actually. For inserted 10 barrels of acid I get 19 barrels back, 20 barrels of sulfuric...
by aka13
Tue Apr 10, 2018 11:00 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 54284

Re: [MOD 0.16.x] Deadlock's Crating Machine

Deadlock989 wrote: In fact I probably wouldn't make it at all a second time.
Well, I think it's the best solution to the whole belt problem. I love the mod :D
by aka13
Mon Apr 09, 2018 10:33 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122254

Re: Mylon's Many Mods

Hey, are you going to update your concreep mod? It lacks configurability and the new concrete.

If you are bored out of supporting it, I could try supporting it, if you like.
by aka13
Mon Apr 02, 2018 4:15 pm
Forum: Texture Packs
Topic: [No longer available] Old graphics
Replies: 66
Views: 28605

Re: WIP: Deadlock's Industrial Revolution (image heavy)

As always, your graphic style is impressive. I love how coherent it all is to eachother, and how well you work with shadows. For a change, an overhaul mod looks really good.
by aka13
Sat Mar 31, 2018 9:40 am
Forum: News
Topic: Price change
Replies: 108
Views: 40133

Re: Price change

Always check post history of a user before trying to have any sort of a meaningful discussion, friends!
by aka13
Thu Mar 29, 2018 7:40 am
Forum: Ideas and Suggestions
Topic: Sticky filter when updating belts to skip splitters
Replies: 5
Views: 1367

Re: Sticky filter when updating belts to skip splitters

+1. While quick replacing of underground belts or vice-versa is really handy, in the situation you described it's really annoying.
by aka13
Wed Mar 28, 2018 5:44 pm
Forum: This Forum
Topic: This forum has a toxic behaviour problem.
Replies: 16
Views: 5158

Re: This forum has a toxic behaviour problem.

>Lets boot up factorio with this experimental mod setup by an incompetent and irresponsible modder that I had no way to anticipate. >Oh fuck Factorio is stuck loading, is totally unresponsive and still keeps forcibly trying to load the game anyway. >Blind idiots on the forum are like "lol its ...
by aka13
Wed Mar 28, 2018 1:59 pm
Forum: Show your Creations
Topic: Post your rookie misstakes!
Replies: 3
Views: 2229

Re: Post your rookie misstakes!

- For a very long time I didn't realize the different machines, and also refinery and chemical plant, have different speeds. I spent hours to figure out perfect ratios on my own, and they never worked. - Even after 800h I keep forgetting to take the speeds into account. No problem when you are buil...
by aka13
Wed Mar 28, 2018 9:24 am
Forum: This Forum
Topic: This forum has a toxic behaviour problem.
Replies: 16
Views: 5158

Re: This forum has a toxic behaviour problem.

You repeated yourself for 5 times, saying the same thing over and over again, ignoring any sort of meaningful communication. And now you come and try to get people banned, for getting tired of repeated ignorance? That is solid behaviour, right here. Nothing "toxic" at all. I have always pr...
by aka13
Mon Mar 26, 2018 11:18 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531494

Re: [MOD 0.14] AAI Programmable Vehicles

Wait, you can charge the vehicles with electricity? Yup. If a vehicle runs out of fuel and has charged batteries in its equipment grid, the AI will transfer up to 225 MJ of grid battery energy to the vehicle's energy bar. In 0.15 this function was always active, in 0.16 it's active only when the AI...
by aka13
Mon Mar 26, 2018 9:17 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531494

Re: [MOD 0.14] AAI Programmable Vehicles

I've been seeing a few more oddities: When a player character is in a flying vehicle with AI switched on and following a move order, the character is sometimes ejected over water. A character stranded on water cannot enter a vehicle at all. The only way to recover from being stranded like this is t...
by aka13
Mon Mar 26, 2018 5:39 am
Forum: Technical Help
Topic: Factorio can permanently destroy a graphics card!
Replies: 26
Views: 13018

Re: Factorio can permanently destroy a graphics card!

I feel frustrated by the replies, no one seems to actually read or listen. I clearly state things, but people choose to ignore them. The card was in full health before this event. All programs functioned perfectly. This is not some sneaky issue that slowly crept up. There is no overheating issue ei...
by aka13
Sun Mar 25, 2018 11:20 am
Forum: Technical Help
Topic: Factorio can permanently destroy a graphics card!
Replies: 26
Views: 13018

Re: Factorio can permanently destroy a graphics card!

This is absurd. The damage you describe can only be caused by overheating, which is absolutely normal if you try to stress your card over the limits it is supposed to be able to handle. If you run an ancient 260, with stock cooling, then drop a huge computational load on it, and just let it chew on ...
by aka13
Sun Mar 25, 2018 9:09 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 54284

Re: [MOD 0.16.x] Deadlock's Crating Machine

Thank you for the quick reply. Now that the logic is the opposite of what I thought it is, makes total sense. I don't understand how I read it through on the mod portal and managed to misunderstand it. I see how in your usage scenario you think of packing ores being impractical. I play on marathon h...
by aka13
Sun Mar 25, 2018 7:48 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 54284

Re: [MOD 0.16.x] Deadlock's Crating Machine

Hey Deadlock, I am currently playing around with your crafting machines, and I wanted to make sure I do havbe the right math behind my ideas. Let's say we are talking about the mk3 machine, which supports a blue belt worth of crated items. In-game I see that inside a crate fit 10 ores. That means, i...
by aka13
Mon Mar 19, 2018 4:11 pm
Forum: Gameplay Help
Topic: 100% Green evolution possible? Quickest path to it?
Replies: 14
Views: 5149

Re: 100% Green evolution possible? Quickest path to it?

You have to consider 2 things - 1.You can never have "no pollution". You can stick efficiency modules into every machine that accepts them to reduce polution to a minimum. Having "green" energy obviously helps, since you will not be producing pollution when generating energy. 2. ...
by aka13
Mon Mar 19, 2018 3:18 pm
Forum: General discussion
Topic: Factorio should have DLC.
Replies: 94
Views: 29944

Re: Factorio should have DLC.

To call your stuff you deem unmoddable: - Different aliens: Several mods out there that change what the aliens do, in terms of defenses and attack patterns. The basic "group up, move to source of pollution, blindly charge whatever is in range" mentality of aliens cannot be helped, it's pa...
by aka13
Mon Mar 19, 2018 10:49 am
Forum: Ideas and Suggestions
Topic: Use nuclear product for Portable Fusion Reactor
Replies: 32
Views: 9447

Re: Use nuclear product for Portable Fusion Reactor

Yeah Solar Panels are totally useless, I tried using them once just for Construction Robots (when they made Modular Armour cheaper) and maybe 80% of the time it was loads quicker to "mine" them out of the air. IMO they should be removed entirely, replace them with the ability to charge fr...
by aka13
Mon Mar 19, 2018 10:45 am
Forum: Balancing
Topic: Reduce stack size of shells in artillery wagon to ~40
Replies: 16
Views: 5622

Re: Reduce stack size of shells in artillery wagon to ~40

Why bother with the static guns at all to be honest? Just plop a few stations here and there, a dualhomed 2 gun artillery wagon... any biters get too cozy? Turn the station on or send the train there and watch the fireworks. I do find it odd that the artillery wagon has such a huge magazine in comp...

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