Search found 202 matches

by UberWaffe
Mon Sep 21, 2015 5:42 am
Forum: Ideas and Suggestions
Topic: [Enhancement] "Not using the same mods" Report
Replies: 4
Views: 5074

[Enhancement] "Not using the same mods" Report

When trying to connect to a multiplayer game when mod lists / setup does not match, the game currently just lists all the mods that the server is using. This is not overly user friendly, especially with large mod lists. I propose an enhancement as follows: Local client, once mod list is received fro...
by UberWaffe
Mon Sep 21, 2015 5:29 am
Forum: Won't fix.
Topic: [0.12.8] [kovarex] Frequent desyncs with resource monitor mod
Replies: 7
Views: 14628

Re: [0.12.8] Frequent desyncs with resource monitor mod

May be related. But when playing multiplayer with the EvoGUI mod (displays current evolution %) we also get constant desyncs in the game. I also suspect floating point calculations. Perhaps it would also be useful to have lua that can run without having to be deterministic, specifically for variable...
by UberWaffe
Wed Sep 16, 2015 5:19 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134712

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Timeslice wrote:I... don't think hoho understands that we were talking about Bob's Mods.
@Timeslice: Even if that is the case, I'm suspecting that the 'too simple alien science packs' is a separate issue on its own.
by UberWaffe
Tue Sep 15, 2015 1:55 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134712

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

... but I do think that alien science packs are waaay too simple. Previously I had a comment that with the increased science pack costs, alien science research ended up costing too many artifacts. Hence why I upped the amount of science packs created per alien artifact. Would it make sense to make ...
by UberWaffe
Fri Sep 11, 2015 4:23 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134712

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Reds were fine, as bob doesn't change those (dytech does, but I didn't mind that yours cost iron instead of stone, as your intermediates made a compelling argument). Greens weren't too bad, but blues were way off. Here are some flowcharts I slapped together. I didn't remember to indicate the proces...
by UberWaffe
Fri Sep 11, 2015 4:21 pm
Forum: General discussion
Topic: Nuclear power in Factorio - clean or dirty?
Replies: 80
Views: 39844

Re: Nuclear power in Factorio - clean or dirty?

... Full explanation of Nuclear Life cycle... I understand that nuclear waste is effectively useless and utterly undesirable in real life . And that useful isotopes of radioactive materials (such as those used in medical x-rays or nuclear density gauges) need to be specifically bred. Again, in real...
by UberWaffe
Fri Sep 11, 2015 9:50 am
Forum: General discussion
Topic: Nuclear power in Factorio - clean or dirty?
Replies: 80
Views: 39844

Re: Nuclear power in Factorio - clean or dirty?

tl;dr: Make nuclear power be a higher-tech, large scale, power producer. And make its waste actually useful. So reactor designs become a trade-off between clean power and useful waste. As discussed on this thread, once solar power becomes something other than "once-off-resource-payment-for-eff...
by UberWaffe
Thu Sep 10, 2015 4:59 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134712

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

However it would be a simple matter for you to just use stone gears in the lab recipe when dytech is detected. I'll let you decide. I'll add the use of stone gears to SCT, since I have no control over Dytech, only SCT. :) In the mean time I actually removed SCT for now as I wasn't interested in the...
by UberWaffe
Thu Sep 10, 2015 4:46 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 428848

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

That's interesting. Dytech loops through game.players instead. I wonder which is more accurate. Forces are a relatively recent addition, yes? Yes, forces are rather recent. Only from v0.12.0 and onwards I believe, but not widely used yet in vanilla (Or at least that I know. Currently mainly seems t...
by UberWaffe
Thu Sep 10, 2015 6:36 am
Forum: Ideas and Suggestions
Topic: Mod Packages
Replies: 3
Views: 4194

Re: Mod Packages

I also think that Mod-Pack support is actually required. The reason for this being that when certain mods are combined they often need to use different config settings in order to work well together. Those configs might differ from what is used when those same mods are used stand-alone or with other...
by UberWaffe
Thu Sep 10, 2015 6:06 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 428848

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

Line 29 of data-updates.lua has a pretty big typo in it... For some reason when I add NE to my pack when Science Tweaker is installed an additional two copper plates get added to the recipe for red science, even if I have the extra science cost config set to false. This leads me to believe that the...
by UberWaffe
Thu Sep 10, 2015 6:02 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 72292

Re: [0.12.5]Dark Matter Replicators

Looking at the code I don't really see how this is possible... it wouldn't have put tenemut in the recipe if tenemut ("one") wasn't greater than zero. I do have Science Cost Tweaker installed, but I don't actually have the research cost modification turned on (I use it for the better scie...
by UberWaffe
Thu Sep 10, 2015 5:36 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134712

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

I'm not sure if the dependancy can be fixed on your side, but can you get your ["lab"] recipe to load before Dytech Core so that the iron gears in your recipe get properly replaced with stone gears? Dytech locks iron gears behind Automation 1 research, which obviously isn't possible to do...
by UberWaffe
Sun Aug 30, 2015 6:24 am
Forum: Resolved Problems and Bugs
Topic: [0.12.5][Twins] Lab energy_usage speed calculation hardcoded
Replies: 1
Views: 3297

[0.12.5][Twins] Lab energy_usage speed calculation hardcoded

What I did: Changed the energy_usage of the lab to something other than 60kW. (Tested by editing base game's entities.lua) What I expected to see: That the lab's power usage is changed, while its crafting speed remains unchanged. When at the new full power specified by energy_usage, the lab's craft...
by UberWaffe
Wed Aug 26, 2015 2:37 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134712

Re: [0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker Mod

I have to correct myself. I just had a test with ElectroChemics lab vs Full Spectrum Atomics lab and the latter ideed runs faster, ~2.5x faster in fact. My misconception came from me not having upgraded my labs to tier three. I'm running with a metric ton of mods and this one is configured at "...
by UberWaffe
Wed Aug 26, 2015 5:32 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134712

Re: [0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker Mod

Is it me or tier 3 lab or maybe others too (i haven really tested them all or noticed) is too damn fast. I mean i have 150s research time and it can do it in 10s without modules. Only with 2 lab speed upgrades. All the labs have a crafting speed of 1 (same as vanilla lab). The tiers are simply limi...
by UberWaffe
Tue Aug 25, 2015 5:13 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4] [Rseding91] Very, very fast machines get bugged productivity
Replies: 6
Views: 7408

Re: [0.12.4] Very, very fast machines get bugged productivity

Appears to be the same issue as here: https://forums.factorio.com/forum/viewtopic.php?f=11&t=14005 Changelog for 0.12.3 mentioned this was addressed, though I had not specifically retested it again. The fundamental issue basically seems to be with actions that take less than 1 tick. I remember @...
by UberWaffe
Thu Aug 20, 2015 6:57 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134712

Re: [0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker Mod

Alien science pack cost does not seem to work, with 0.12.7 version. Everything in tier10 seem to be scaled i set 8x red green blue alien and everything is 8x except alien pack. Thanks for spotting that, it was in fact broken for alien science packs (vanilla), and dark blue and gold science packs fr...
by UberWaffe
Tue Aug 18, 2015 5:05 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134712

Re: [0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker Mod

the bob's version may not be reasonable: to automate green potions you need the assembler 2 with the electronic circuits that need solder. To have access to solder you need 600 green potions. also note that bob's updated elecoverhaul to electronics. gr. Thanks for the report. I have not yet updated...
by UberWaffe
Sun Aug 16, 2015 6:18 am
Forum: Mods
Topic: [MOD 0.14] Flux's Expensive Technology
Replies: 23
Views: 33937

Re: [0.12.2] Expensive Technology

Science Overhaul is already making them more expensive, so the combined result might be a bit... extreme :) The Science Overhaul Mod has a config file for "No adjustment" included. So you could use that, and then this would scale normally. That way you can still use the new intermediate p...

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