Search found 202 matches

by UberWaffe
Fri Apr 29, 2016 7:36 pm
Forum: Mods
Topic: G.A.C.K.I.T
Replies: 4
Views: 3113

Re: G.A.C.K.I.T

@Galacticruler: Thanks for the link to the 3d tree models. Also, I've updated the main post to explain the use a bit better. But basically the GACKIT research is unlock by alien science, and you craft a GACKIT seed from 1 raw wood + 10 alien artifacts. Placing the seed instantly spawns a patch of fo...
by UberWaffe
Fri Apr 29, 2016 10:01 am
Forum: Mods
Topic: G.A.C.K.I.T
Replies: 4
Views: 3113

G.A.C.K.I.T

G.A.C.K.I.T Mod Info: Name: GACKIT Latest Release: v0.12.0, 2016-April-29 Factorio Version: 0.12.x Download: GACKIT_0.12.0.zip License: GPL Dependencies: Base game only. Tags: Trees, Science, Not science Author: UberWaffe Contact: Github Long Description: Gaia And Chronos Kissing In a Tree is a mod...
by UberWaffe
Thu Apr 28, 2016 6:57 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133867

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

@IhanaMies: Foreman sounds really useful. I should probably learn how to use it so that I can do some easy sanity checking. That said, 500 blue science packs a minute is a heck of a lot (at least for me personally). What I do with blue and golden science packs is that I buffer them a lot (i.e. produ...
by UberWaffe
Wed Apr 27, 2016 3:55 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133867

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

@OvermindDL1: I've got a version up on github if you do not mind placeholder graphics. I think I have a 'different' approach for the dark blue science packs going, and some input would be appreciated. I think I might need to put up a flowchart for this, but I'd first like some feedback. Robots will ...
by UberWaffe
Tue Apr 26, 2016 7:57 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133867

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

Tomorrow is a public holiday here. I'll try and get it out then.
No promises though. Kerbals are highly distracting.
by UberWaffe
Mon Apr 25, 2016 11:35 am
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 90941

Re: [MOD 0.12.20+] Homeworld

@B1tchFight:
Pollution slows down farm growth. If your farms are within high pollution (or even somewhat moderate pollution) they won't produce anything at all.
Same goes for the fisheries.

(At least, this was true in the last version I played).
by UberWaffe
Wed Apr 20, 2016 1:02 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133867

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

@OvermindDL1: Ooo, awesome, I look forward! Perhaps changing the recipe for his lab, upping the power cost (2.5 - 4MW perhaps?), and maybe removing the module capability of it? ^.^ I've upped the power usage (and removed the x2 speed boost) of the lab Mk2 in the new version. Changes not on github ye...
by UberWaffe
Tue Apr 19, 2016 6:48 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133867

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

@OvermindDL1: I'll take a look to adding an easier config option for it in a future patch. For now, you can adjust it yourself by removing this line: -- Make resin craftable by hand, so that we can use it in science pack crafting. data.raw.recipe["bob-resin-wood"].category = "crafting...
by UberWaffe
Tue Apr 12, 2016 1:23 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133867

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

@IhanaMies: Have you been using this mod for a while? I know I had this issue (batteries does not unlock recipes) in mod version 0.12.7, the migration script for that version is supposed to handle that... :oops: Glad you could find a way around it though. Sorry about the wasted science packs. But I ...
by UberWaffe
Sat Apr 02, 2016 6:31 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228073

Re: [MOD 0.12.18] Warehousing v0.0.6

... I also changed the max capacity for all the warehouses to 1700 slots. ... Note that large storage capacities can cause significant lag when you load or unload them. (The game has to check through all the slots to find slots to insert into / take out of each time the inserter does anything.) So ...
by UberWaffe
Sat Apr 02, 2016 6:15 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124729

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

@GproKaru: That looks really nice. It does actually look like natural tunnels. [OT] For the ore generation, are you generating new noise maps, or are you using the old ones along with a lower 'level' value? Generation (I.e. do the positions of the underground resources line up with the above ground ...
by UberWaffe
Tue Mar 29, 2016 6:23 am
Forum: Ideas and Suggestions
Topic: Bio-based chemical feedstocks
Replies: 6
Views: 3531

Re: Bio-based chemical feedstocks

An interesting addition to this idea could be to make parts of this process consume pollution, and in fact produce more when pollution is higher . Example: Faster feed stock growth in high pollution environments. Such as genetically modified pollution eating algae... that can't possibly run amock an...
by UberWaffe
Tue Mar 29, 2016 6:11 am
Forum: Implemented Suggestions
Topic: Release 0.13 as beta branch when ready
Replies: 6
Views: 2261

Re: Release 0.13 as beta branch when ready

I think what most people would be interested in is to have smaller increments with separate smaller features. This would make (numbers out of the hat) one feature per 2 weeks instead of 10 features after 5 months. From my personal experience with software development: This is rarely possible when i...
by UberWaffe
Thu Mar 24, 2016 6:06 am
Forum: Show your Creations
Topic: Red and Green Science Packs and other my creations with Mods
Replies: 10
Views: 7834

Re: Red and Green Science Packs and other my creations with Mods

I've wondered if this sort of modular approach works (as opposed to my usual one giant factory).

Given the long lengths of conveyors between your bases, don't you have problems with biters breaking them the whole time?
by UberWaffe
Wed Mar 23, 2016 2:08 pm
Forum: Mods
Topic: [MOD 0.12.x] Cheaper Ammo... Maybe?
Replies: 0
Views: 1306

[MOD 0.12.x] Cheaper Ammo... Maybe?

Cheaper Ammo... Maybe? Mod Info: Name: CheaperAmmoMaybe Latest Release: v0.12.1, 2016-March-23 Factorio Version: 0.12.x Download: CheaperAmmoMaybe_0.12.1.zip License: GPL. (No github page yet, so no direct link.) Dependencies: Base game only. Tags: Difficulty, Warfare Author: UberWaffe Contact: (No...
by UberWaffe
Wed Mar 23, 2016 7:46 am
Forum: Show your Creations
Topic: Red and Green Science Packs and other my creations with Mods
Replies: 10
Views: 7834

Re: Red and Green Science Packs with Mods

I really like how modular the design is.
You feed it resources and it handles everything needed to crank out red + green science.
Well done.

Looks good as well.
by UberWaffe
Wed Mar 23, 2016 6:48 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133867

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

@Ratzap: Yeah, quite a few days. :D I've also done other designs in other plays before, and I know the ratios since I coded it, so this design has had quite a bit of 'pre-planning' done. This current base on this playthrough is probably my proudest work in Factorio so far. Nowhere near any megabases...
by UberWaffe
Tue Mar 22, 2016 7:47 pm
Forum: Releases
Topic: Version 0.12.28
Replies: 9
Views: 12229

Re: Version 0.12.28

FactorioBot wrote:
  • Bugfixes
    • Explosion sounds are now not deafeningly load, when multiple things explode at once.
Possible spelling mistake. Should be "loud"?

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