Search found 371 matches

by Ratzap
Tue Apr 26, 2016 4:37 am
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 19919

Re: [MOD 0.12.x] Unstable ground

I rolled up a game with this, raven metal and RSO. I was wondering what settings you used for those screenshots, the Bobs one in particular is a pretty big patch. I went with default settings and got what look to be a lot smaller patches. I was also wondering if it is intentional that ores can spot ...
by Ratzap
Tue Apr 26, 2016 4:29 am
Forum: Mods
Topic: [MOD 0.12.x] FactoriOOO v0.0.0 ALPHA [W.I.P]
Replies: 5
Views: 3289

Re: [W.I.P] [MOD 0.12.x] FactoriOOO v0.0.0 (21.04.2016) ALPHA

I like that you have a big plan and seem to be starting out doing it. If you're hoping for collaboration/help/ideas though you'll either need to find more people that speak whatever it is you speak or one who's fluent in english because I didn't make much sense of that lot.
by Ratzap
Tue Apr 26, 2016 1:27 am
Forum: Mods
Topic: [MOD 12.29+]Raven Metallurgy
Replies: 5
Views: 3317

Re: [MOD 12.29+]Raven Metallurgy

Ok, I thought this looked interesting so I flashed up a new game to give it a whirl. 1) Is it intentional that there is no way to make steel until you have green science working? (All the recipes require the 2nd furnace) 2) The flux description says it produces slag but it doesn't actually. 3) Picki...
by Ratzap
Fri Apr 22, 2016 4:32 pm
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 32279

Re: Friday Facts #135 - Getting Organized

I hope your scrum master keeps a tight reign. Everywhere I've been in the last few years (I do short contract work) that used scrums (the standup meetings) suffered from the same problem: one or more people who just keep on talking. Constant comments, interruptions, discussions and plain long winded...
by Ratzap
Mon Apr 11, 2016 4:40 pm
Forum: Mods
Topic: [MOD 0.13.0+] Wireless Signals 0.1.2
Replies: 32
Views: 28444

Re: [MOD 0.12.11+] Wireless Signals 0.0.3

I was directed here after posting this in the suggestions area: How hard would it be to create something like a directional radio (name only, you wouldn't actually need to point it anywhere)? I'm thinking paired objects that you set to one of a few dozen channels to link them up, one sits in the bas...
by Ratzap
Thu Apr 07, 2016 7:19 am
Forum: Ideas and Requests For Mods
Topic: Outpost radio links
Replies: 1
Views: 773

Outpost radio links

How hard would it be to create something like a directional radio (name only, you wouldn't actually need to point it anywhere)? I'm thinking paired objects that you set to one of a few dozen channels to link them up, one sits in the base and the other in an outpost. Set the pair to the same channel ...
by Ratzap
Wed Apr 06, 2016 8:53 pm
Forum: Mods
Topic: [MOD 0.12.x] Harder Energy
Replies: 18
Views: 23397

Re: [MOD 0.12.x] Harder Energy

I don't see that your argument holds true to be honest. Everything in Factorio is infinite since it's procedurally generated, space is at a premium if you have aggressive biters - clearing land and holding it costs effort, materials and time. If you've switched them off you can expand at will. If yo...
by Ratzap
Wed Apr 06, 2016 4:38 am
Forum: Mods
Topic: Refactorio 0.0.1
Replies: 23
Views: 8842

Re: Refactorio 0.0.1

seronis wrote:Burner inserters are ESSENTIAL to allow your steam generators to maintain functionality when you accidentally overdraw the power supply. Mod is worthless without them.
Worthless is a little strong but I'd definitely agree that keeping burner inserters would be advantageous.
by Ratzap
Wed Apr 06, 2016 1:12 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130995

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.15

Is there any "How to use the mod"? I click on the coal field and get it on the list but when I click on the copper which is just next to coal, the coal gets replaced by copper on the list. They get the same name so I was wondering is there any way I can change the name of the field so the...
by Ratzap
Wed Apr 06, 2016 12:35 am
Forum: Mods
Topic: [MOD 0.12.x] Harder Energy
Replies: 18
Views: 23397

Re: [MOD 0.12.x] Harder Energy

... to get megawatts out. But megawatts per solar panel surface isnt the right way to measure an object in a game where the consumption values are not balanced for realism. The proper metric is "surface area of solar panels to surface area of objects powered". You only need to adjust the ...
by Ratzap
Mon Apr 04, 2016 9:31 pm
Forum: Mods
Topic: [MOD 0.12.x] Harder Energy
Replies: 18
Views: 23397

Re: [MOD 0.12.x] Harder Energy

Solar panel output changed to 20 kW (nerfing to 33% from vanilla, still harsh considering that coal only get's nerfed by 50%) Interestingly 20kW is exactly what I think the solar panel output should be too. 20kW is close to the energy requirements of a electric miner drill with 3x eff1 modules (18k...
by Ratzap
Mon Apr 04, 2016 1:00 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131911

Re: [MOD 0.12.26] KS Power

Just a note, I have 20 diesel generators running flat out during the night (with some accumulator drainage so I know they are going maximum) and they generate 51MW. just a touch under the 52 expected from 20 x 2.6MW. Or maybe it's a rounding thing.
by Ratzap
Sun Apr 03, 2016 2:04 am
Forum: Mods
Topic: [MOD 0.12] Hazzard's Gravestone Mod
Replies: 34
Views: 41803

Re: [MOD 0.12] Hazzard's Gravestone Mod

SirRichie wrote:concluding:
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some

Aha, this explains why a bunch of my stuff went missing earlier tonight.
by Ratzap
Fri Apr 01, 2016 2:03 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287189

Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates

you shouldn't really need anything extra for my mod to be able to handed the gasses... Hydrogen, Chrlorine, Oxygen and Nitrogen all have the option to be vented with a pump in my mod. Oil based products can be cracked down into hydrogen, and vented. The other chemicals like Nitric acid, And along t...
by Ratzap
Thu Mar 31, 2016 5:51 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287189

Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates

Sodium Hydroxide is a common problem, I've already halved the amount of it that you get from the chemical reaction. Though considering it is a solid, and the others are a gas, I could reduce it even further. (in fact I want to re-visit and re-ballance the entire electrolsis system for the next majo...
by Ratzap
Thu Mar 31, 2016 5:42 pm
Forum: Mods
Topic: [MOD 0.12.x] Toxic Jungle
Replies: 30
Views: 25040

Re: [MOD 0.12.x] Toxic Jungle

How does this and your settings work with RSO? Not very well I would imagine unless you like pain. This is the radar view from my game using his exact settings http://i.imgur.com/wz50S0a.jpg RSO would move all the ore patches outside the start area miles away, out past the ring of biters into even ...
by Ratzap
Wed Mar 30, 2016 10:06 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287189

Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates

In the meantime, I recommend the compression chest mod, that what I use to store my excess. I've got a little over 750k in it so far. https://forums.factorio.com/viewtopic.php?f=91&t=4845 I find the compression chest idea rather cheaty for my taste. Void chest, fluid void and the gas vent pump ...
by Ratzap
Wed Mar 30, 2016 10:03 pm
Forum: Mods
Topic: [MOD 0.12.11+] Oil Steam Boiler
Replies: 38
Views: 60373

Re: [MOD 0.12.11+] Oil Steam Boiler

How much pollution does this make? The same as 14 coal boilers? More? Less?

I looked in the KS_Power scripts but I could only see pollution mentioned in the diesel generator.
by Ratzap
Wed Mar 30, 2016 3:39 am
Forum: Mods
Topic: [MOD 0.14.x] Artificial Oil Production 2.0.0
Replies: 3
Views: 3510

Re: [MOD 0.12.x] Artificial Oil Production 1.0.0

The Bergius process mod does a similar thing converting coal to petrochemicals.
by Ratzap
Wed Mar 30, 2016 3:32 am
Forum: General discussion
Topic: How do you clearly describe circuit networks in forum posts?
Replies: 11
Views: 5204

Re: How do you clearly describe circuit networks in forum posts?

Does a blueprint contain wires and conditions? I've never tried that but it'd be fairly nifty if it did.

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