Search found 885 matches

by Honktown
Tue Oct 08, 2019 12:58 am
Forum: Modding discussion
Topic: Extending fuel categories and adding multiple consumption requirements
Replies: 0
Views: 402

Extending fuel categories and adding multiple consumption requirements

Asking to see if a fuel use can be separated from electrical use, and both be used distinguishably at the same time, with a custom fuel (which isn't providing the energy). I had the idea from playing with the Dark Matter Transmuters mod. That mod adds a requirement of ore for the cloning of items in...
by Honktown
Mon Oct 07, 2019 11:36 pm
Forum: Ideas and Suggestions
Topic: Advanced piping (to go with new fluid things)
Replies: 0
Views: 242

Advanced piping (to go with new fluid things)

After getting used to how annoying the new "can't mix fluids" system is, I had some ideas on improved piping: valves. I searched the forum and there was some piping topics, mostly 2017, but they weren't working with the new fluid updates. 1) Valves. A basic recipe which takes 2 iron and mi...
by Honktown
Mon Oct 07, 2019 11:12 pm
Forum: Gameplay Help
Topic: Drill pollution
Replies: 27
Views: 3877

Re: Drill pollution

They also reduce pollution in labs, as BlueTemplar pointed out earlier - labs don't generate any pollution, so the pollution multiplier of the modules does nothing, and so you just need fewer science packs for the same research which saves a ton of pollution "upstream". Since you can also...
by Honktown
Mon Oct 07, 2019 8:19 pm
Forum: Gameplay Help
Topic: Drill pollution
Replies: 27
Views: 3877

Re: Drill pollution

efficiency 1 modules in miners are very good. efficiency 2 or 3 are not worth IMO. eff2 in electric furnace could be viable at some point to get from 60% to max. 80% with 2 slots. level 3 assembler support 4 modules, so you can use 3 eff1 modules to get the max 80%. first mining productivity resear...
by Honktown
Mon Oct 07, 2019 7:45 pm
Forum: Ideas and Suggestions
Topic: Create ghost for cursor while crafting by hand, replace by entity when crafted
Replies: 6
Views: 635

Re: Create ghost for cursor while crafting by hand, replace by entity when crafted

+1. If you're making a placeable usually the next thing you're doing is placing it. Since they removed "newly built things going into the hotbar" it's been made less intuitive. More than just placing a ghost in the cursor, we should be able to place the ghost, and then if we're in range of...
by Honktown
Mon Oct 07, 2019 7:34 pm
Forum: Modding help
Topic: non-modular entities and modules
Replies: 9
Views: 1123

Re: non-modular entities and modules

I tried those things. I tried all the things: You've misunderstood. If the entity doesn't support a property then adding it to the prototype will achieve nothing. Boilers just won't work with modules no matter what you do. That's the game engine. If you can't see module_specification on the list of...
by Honktown
Mon Oct 07, 2019 6:37 am
Forum: Modding help
Topic: Check if mode is set to Deathworld?
Replies: 4
Views: 829

Re: Check if mode is set to Deathworld?

Just add options. More options. I've been playing with some mods here and there, and although there's been some good ideas I've seen, some have very weird interactions or end up a lot more annoying/broken in a bad way than interesting. I've played a number of games with super-maxed enemies or differ...
by Honktown
Mon Oct 07, 2019 6:03 am
Forum: Modding help
Topic: Check if mode is set to Deathworld?
Replies: 4
Views: 829

Re: Check if mode is set to Deathworld?

As far as I know the game difficulty always reads "normal" (was confused by that when I first played). Deathworld etc just set game settings. You could look for a default deathworld if the settings match exactly, or better, just scale whatever you're doing to what you think makes the game ...
by Honktown
Mon Oct 07, 2019 6:01 am
Forum: Modding help
Topic: non-modular entities and modules
Replies: 9
Views: 1123

Re: non-modular entities and modules

Any entity which doesn't have a module_specification property won't support modules and will never receive module effects from beacons etc. This includes boilers . I tried those things. I tried all the things: module_inventory_size = 4, module_specification = { module_slots = 4, max_entity_info_mod...
by Honktown
Mon Oct 07, 2019 5:44 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 98454

Re: Attacking biters with turrets makes all weapons pointless

I've been playing some mods, since the main-game chip scaling gets boring after the first or second time, and un-modded or non-threatening enemies make the game entirely factory focused... which is the exact same thing over and over. Anything that increases biter threat usually makes the early and m...
by Honktown
Mon Oct 07, 2019 5:22 am
Forum: Balancing
Topic: Tiered difficulty for nests
Replies: 21
Views: 4230

Re: Tiered difficulty for nests

Don't we already have that? Nests further from the spawn point will be larger with more spawners and worms, and the worms will be more powerful. I found that noticeable in my current save. The tank was very effective up to a point, but on my long explorations I'm encountering biter bases that are j...
by Honktown
Mon Oct 07, 2019 4:50 am
Forum: Ideas and Suggestions
Topic: Split-stack ctrl-click should give rest of what was selected
Replies: 0
Views: 257

Split-stack ctrl-click should give rest of what was selected

There's many times I've wanted to split a stack 50/50, or split some stuff between two things and keep the remaining for myself, but every time you split a stack and give it to something, the game selects as much of the remaining as it can. This is counter-intuitive and I always have to re-open my i...
by Honktown
Mon Oct 07, 2019 4:35 am
Forum: Gameplay Help
Topic: So deathworld...
Replies: 7
Views: 1286

Re: So deathworld...

Played a bunch of games with extremely high enemies (including all settings in .16 turned up to max, and some mods that made certain things like ores much worse). There are two key things with aliens: 1) they ONLY send guys your way if their nest is close, or if your pollution is touching them and 2...
by Honktown
Thu Oct 03, 2019 11:50 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 16505

Re: A Case for Balancing Nuclear Power

To be clear, are you saying that the turbine simply shuts down when you tried to put steam above 1000C into it? Because I think that's expected. The prototype definition for the generator (the type of which the turbine is) includes a value for "maximum_temperature", but it doesn't explain...
by Honktown
Thu Oct 03, 2019 7:24 pm
Forum: Modding discussion
Topic: Balancing recipes?
Replies: 13
Views: 1935

Re: Balancing recipes?

Realistically, a lot of the other power requirements should be brought down . A megawatt at 480 V AC is ~2083 amps, or very thick bundle of cables . Going into a machine smaller than like, a 10x10x10 foot room (we can say 3x3x3 meter, doesn't matter). I know someone who worked at a factory that only...
by Honktown
Thu Oct 03, 2019 7:00 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 16505

Re: A Case for Balancing Nuclear Power

As far as UPS goes, the best way to deal with it is decreasing the number of buildings. That can be achieved by adding additional tiers of steam turbine that work at higher temperatures, or simply increasing the max temperature of nuclear steam and the heat pipe system in the first place. You could...
by Honktown
Thu Oct 03, 2019 9:44 am
Forum: Modding help
Topic: non-modular entities and modules
Replies: 9
Views: 1123

non-modular entities and modules

I tried making a small mod for myself, to add modules to boilers (note: name = "boilers", not heat exchangers) so I could see the results. Would efficiency generate less power, or be more effective? etc... Unfortunately after trying a bunch of different methods to add modules, permitted ef...
by Honktown
Thu Oct 03, 2019 9:32 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Simple Mining Productivity spreadsheet
Replies: 0
Views: 1300

Simple Mining Productivity spreadsheet

I made a personal spreadsheet for infinite Mining Productivity research for 0.16.51 which can be used to calculate the break-even point of infinite resources with and without productivity modules. Was wondering if anyone would like it, and I could update it for .17 costs and the change to Mining Pro...
by Honktown
Thu Oct 03, 2019 9:03 am
Forum: Balancing
Topic: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
Replies: 41
Views: 8989

Re: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!

Stone [...] was always the least-used resource It is, but map generation also places accorgingly less stone than the others. Interesting, never noticed that. Maybe map generation could generate larger amounts of stone near water (if it doesn't already) to... encourage players on how to use it. Woul...
by Honktown
Thu Oct 03, 2019 8:28 am
Forum: Modding interface requests
Topic: inheriting from and unlocking with technology
Replies: 1
Views: 380

inheriting from and unlocking with technology

A detail pertaining to same-tier things or technology that descends from another. Currently, technology is explicitly named as following another. This breaks with internal technology name changes or mods that change names, unlocks, etc. Instead, a technology or recipe could specify it unlocks alongs...

Go to advanced search