Search found 202 matches
- 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...
- 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...
- 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...
- 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 ...
- 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.
No promises though. Kerbals are highly distracting.
- 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).
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).
- 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...
- 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...
- 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 ...
- 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 ...
- 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 ...
- 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...
- 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...
- Thu Mar 24, 2016 4:32 pm
- 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
Ah, I understand now.
Good luck!
Good luck!
- 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?
Given the long lengths of conveyors between your bases, don't you have problems with biters breaking them the whole time?
- 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...
- Wed Mar 23, 2016 12:19 pm
- 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
They grow up so fast...
- 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.
You feed it resources and it handles everything needed to crank out red + green science.
Well done.
Looks good as well.
- 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...
- Tue Mar 22, 2016 7:47 pm
- Forum: Releases
- Topic: Version 0.12.28
- Replies: 9
- Views: 12229
Re: Version 0.12.28
Possible spelling mistake. Should be "loud"?FactorioBot wrote:
- Bugfixes
- Explosion sounds are now not deafeningly load, when multiple things explode at once.