Search found 371 matches
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- Wed Apr 06, 2016 4:38 am
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 8842
Re: Refactorio 0.0.1
Worthless is a little strong but I'd definitely agree that keeping burner inserters would be advantageous.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.
- 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...
- 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 ...
- 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...
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.
- 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.
- 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...
- 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...
- 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 ...
- 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 ...
- 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.
I looked in the KS_Power scripts but I could only see pollution mentioned in the diesel generator.
- 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.
- 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.