Search found 371 matches

by Ratzap
Wed Aug 16, 2017 3:54 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 175955

Re: [MOD 0.15+] Xander Mod v1.0.0

Use imgur. It has big fat pipes and it's full of crapimages anyway. You don't have to make your albums public to share the links either. Once you have images on there it gives you copy/paste strings which will work on this forum to show the image.
by Ratzap
Wed Aug 16, 2017 1:19 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 175955

Re: [MOD 0.15+] Xander Mod v1.0.0

Thanks for responding quickly but please, no need to beat yourself up. Balance is hard and a first WIP release is not expected to be anywhere near balanced. I kept going yesterday and by 2h 40 mins had built a lab and researched miners. The cost of another miner is 40 odd mins of iron mining so I ca...
by Ratzap
Wed Aug 16, 2017 3:19 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 175955

Re: [MOD 0.15+] Xander Mod v1.0.0

Agree the axes are gone before they get much done. Not good given how hard they are to replace. Having only 1 drill really is a bottleneck. Keep having to pick it up and move it round. Just mining the 52 iron ore for a lab takes over 21 minutes (at 25 seconds per ore). I'm now 90 minutes in and near...
by Ratzap
Tue Aug 15, 2017 10:23 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336596

Re: [MOD 0.15.x] pY Coal Processing

You don't even need it with Bobs and Py. It's only for them to get past a research constraint using Py with Angels. You could give them some 'babies first glass' recipes inside a check for Angels so it wouldn't affect anyone else.
by Ratzap
Tue Aug 15, 2017 7:46 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 175955

Re: [MOD 0.15+] Xander Mod v1.0.0

There are a number of really slow start mods: AAI, Seablock, Anonymods, Pyanadon and so on. An hour into trying this one I had a clay brick furnace to be able to smelt iron. I'd say yours is at the upper end of them at the moment, yes. Making the start a move a bit quicker would probably be a good i...
by Ratzap
Tue Aug 15, 2017 5:14 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 175955

Re: [MOD 0.15+] Xander Mod v1.0.0

That's a lot of work you've put in there. Some 'missing key' errors so you may have locale entries missing (granitic for example and I saw more hovering over techs). The tech icon placeholders are not surprising either given the amount of new ones and this being the first WIP release. The start up i...
by Ratzap
Tue Aug 15, 2017 4:33 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 175955

Re: [MOD 0.15+] Xander Mod v1.0.0

I'll certainly have a peek at it. I assume it's not RSO supported at this time?
by Ratzap
Mon Aug 14, 2017 11:01 pm
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 94292

Re: The von Neumann Thread

Charlie seemed interesting so I loaded it up and ran round till I started bumping into biters. There's a total of 559,000 coal inside that area. Oil is farily sparse but it never runs out completely so that's fine. I've run factories on wood before (toxic forest for example) and that's the one thing...
by Ratzap
Fri Aug 11, 2017 7:23 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 42623

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

Awesome sauce! I've hit this problem with chests many times and usually end up using a car to move large amounts of things (mostly concrete) around.
Anything which makes covering worlds in beautiful grey easier is a good thing.
by Ratzap
Wed Aug 09, 2017 3:02 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 216756

Re: [0.15.x] Bob's Mods: General Discussion

Is cobaltite supposed to be really rare or something? https://i.imgur.com/4bMKdxU.png Unless I'm just managing to completely overlook it somehow there's no cobaltite on this map so far anywhere at all. That's a weird looking map. But no, there is no cobaltite unless you switched it on in the config...
by Ratzap
Thu Jul 27, 2017 4:45 pm
Forum: Bob's mods
Topic: waste disposal.
Replies: 15
Views: 5418

Re: waste disposal.

Void chest instant was ported to 0.15 and works fine for all solids. I tend to hook one up next to storage with a limiter so that when storage is close to full, start tossing excess into the void chest. Fluid pipe wasn't ported to 0.15 as far as I know but flare stacks will accept any fluid/gas I th...
by Ratzap
Mon Jul 24, 2017 9:14 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336596

Re: [MOD 0.14.x] pY Coal Processing

I brought this up several pages back. You must have all bobs or none. The library alone will not fly due to the way Py does the import.
by Ratzap
Thu Jul 20, 2017 4:53 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336596

Re: [MOD 0.14.x] pY Coal Processing

I find it weird that energy picks are getting the most votes to be honest. With 0.15, energy is kinda done and dusted. Solid fuel steam is simple and plentiful, solar + accumulators remains for space hogging zero pollution power and nuclear scales great for the end game. I'd rather have something ne...
by Ratzap
Mon Jul 17, 2017 6:50 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336596

Re: [MOD 0.14.x] pY Coal Processing

I'll continue the Bobs + Py I started to test the early game I think. It took 2 labs about 6 hours to grind through all the red science running in the background, I don't fancy doing that again.
by Ratzap
Mon Jul 17, 2017 4:28 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336596

Re: [MOD 0.14.x] pY Coal Processing

It should migrate into existing games. Let us know if there are any problems with it. The other error I will look into shortly I fed it the 3 saved games I have with various mod sets and progression - it migrated flawlessly. He has all but the kitchen sink in that mod list though so my bet is on on...
by Ratzap
Mon Jul 17, 2017 1:16 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336596

Re: [MOD 0.14.x] pY Coal Processing

IT´S ALIVE!!! Recent release 0.3.0 is ready on Mod portal and officially released! Grab your copy, start a new game and be busy for several hours XD! Start again? /whine BTW, typos and things in the mod portal announcement. This is how I would correct it as a native English speaker: A comprehensive...
by Ratzap
Sun Jul 16, 2017 9:54 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336596

Re: [MOD 0.14.x] pY Coal Processing

To scrap - sounds cool :P And what about rubber belts, lol https://mods.factorio.com/mods/Reika/RubberBelts I am not afraid to boring, I like when a game with management throws down me a challenge ;) If you like that, have you never tried anonymods? It leans more to realism and it's pretty complex.
by Ratzap
Sun Jul 16, 2017 8:31 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336596

Re: [MOD 0.14.x] pY Coal Processing

Dont worry if high tech wins, plastic will be consumed like hell. Its a good insulation. Rubber i dunno, but will have more uses too. In my mod you can produce plastics and rubber from aromatics too. If bobs are installed If you think about it, rubber should be used to make conveyor belts. I've nev...
by Ratzap
Sat Jul 15, 2017 10:30 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336596

Re: [MOD 0.14.x] pY Coal Processing

My buildings are expensive because they (almost all) is mass production buildings. I wont change vanilla or other mod´s "prices". In most cases is not cool change stuff other people created. Exactly. You are the author of this mod, you balance it based on your own ideas and your mods aest...
by Ratzap
Sat Jul 15, 2017 5:47 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336596

Re: [MOD 0.14.x] pY Coal Processing

This could be a bug or a simple 'shit happens'. I have a coal distiller rotated so the active connection of the 2 pipes pointing up is on the right (tar). When I loaded after downloading the new version, the building was back in it's initial state and my connections no longer fitted. I had to rotate...

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