Search found 678 matches
- Sun Jan 28, 2018 10:07 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 315357
Re: [MOD 0.13.17+] Rampant - 0.16.9
I found the cause was the mod Nauvis Day . With that mod removed and spending a couple hours starting new maps, I tested it with vanilla, new rampant enemies, and bobs enemies. In all three instances the biters just sat at their base regardless of time of day, whether the radar could see them clear...
- Sat Jan 27, 2018 8:09 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 315357
Re: [MOD 0.13.17+] Rampant - 0.16.3
Unless I'm missing something, I think the nocturnal mode is broken. I started a game hoping for good early game pressure, but nothing was happening. Looking at the map I see bases creating biters, but then the biters are deleted rather than sent to attack. It repeats this cycle constantly. Aside fr...
- Wed Jan 24, 2018 12:23 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1382948
Re: Development and Discussion
In smelting: shouldn't advanced steel smelting be better than straight smelting plates? You get the basic furnace recipe that goes 2 iron plates-> 1 steel plate while the advanced goes 24 iron Ingots ->8 steel ingots. so the "advanced" goes 3:1 instead of 2:1 that the simpel goes. With th...
- Mon Jan 22, 2018 9:02 am
- Forum: Angels Mods
- Topic: [0.16.x] Update?
- Replies: 34
- Views: 16721
Re: [0.16.x] Update?
Ok but what about Components and Tech? How functional are the angels mods without it since it's not compatible with the latest Factorio version The components and tech mod previously just provided some early game logistic bots to carry stacks of items very slowly. A research overhaul was planned to...
- Mon Jan 22, 2018 1:12 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1213051
Re: Bugs & FAQ
I see you have definitly not OCD :D To be fair, I used to never put that kind of effort into other games aside from a notepad for simple things. Factorio on the other hand gave me OCD with dozens of spreadsheets and notepads calculating every little detail to the point a university professor would ...
- Sun Jan 21, 2018 11:12 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 315357
Re: [MOD 0.13.17+] Rampant - 0.16.2
Unless I'm missing something, I think the nocturnal mode is broken. I started a game hoping for good early game pressure, but nothing was happening. Looking at the map I see bases creating biters, but then the biters are deleted rather than sent to attack. It repeats this cycle constantly. Aside fro...
- Fri Jan 19, 2018 7:14 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105033
Re: [MOD 0.16] Realistic Reactors
There's an odd bug involving bottleneck and the cooling tower. http://puu.sh/z5a5H/0a1fc12237.png When loading a game, the green dot appears on the middle which isn't indicative of the actual tower status. It's no big deal, but I felt like bringing it to your attention. How about naming your first e...
- Fri Jan 19, 2018 6:51 pm
- Forum: Angels Mods
- Topic: How to start gardening.
- Replies: 16
- Views: 27144
Re: How to start gardening.
Does it work with mods who changes the terrain such as alien biome? No. Unless the terrain is the vanilla type, you'll never see them. This makes exploring for them even harder in biomes, assuming you leave the terrain type to default. Is that really true? Damn. Set the terrain for all vanilla grou...
- Mon Jan 15, 2018 11:32 am
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105033
Re: [MOD 0.16] Realistic Reactors
After two hours of playing with it, I've made a nice compact 1.1GW setup that's perfectly stable. When the reactors are under 10% utilization, the temperatures will reach my specified scram threshold to shut down only the affected reactors and auto-restart those reactors once the scram ends. I'm awa...
- Mon Jan 15, 2018 2:27 am
- Forum: Angels Mods
- Topic: How to start gardening.
- Replies: 16
- Views: 27144
Re: How to start gardening.
No.jvandillen wrote:Does it work with mods who changes the terrain such as alien biome?
Unless the terrain is the vanilla type, you'll never see them. This makes exploring for them even harder in biomes, assuming you leave the terrain type to default.
- Wed Jan 03, 2018 11:32 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1382948
Re: Development and Discussion
I like the new bioprocessing. The rarity of the gardens was nice for exploring incentive, but there were three issues: 1. Swamp trees appear but not their gardens 2. Seed cultivation creates 0 or 5 bio tokens, not 1.2 as shown. 3. Garden into seeds is also inconsistent and showed me this after doing...
- Sat Dec 30, 2017 7:17 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1382948
Re: Development and Discussion
If you don't mind my asking, what are your design plans with how your science functions? Your design philosophy is to take something already in place and put your own unique spin on it; To make it more involved and meaningful. This is why the vanilla experience feels so empty when we stop using the...
- Thu Dec 28, 2017 10:49 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1213051
Re: Bugs & FAQ
Can Someone please explain to me the use of Advance Mechanical Refining. Cupric Seems useless as it gives you Copper and tin when you sort crushed. Ferrous does give you manganese which seems to be the only way to get it. Looking down the tech tree Cupric doesn't seem to give anything that you cant...
- Sun Dec 24, 2017 7:36 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 54837
Re: Friday Facts #222 - Christmas avalanche
What about nerfing standard train car storage too? It always struck me as odd that most trains in Factorio only have 1 or maybe 2 cars. Real life trains can have 100+ cars easily! This is because you're not considering frequency and speed of material transportation. It's not unusual to have several...
- Fri Dec 22, 2017 7:44 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 67009
Re: Version 0.16.7
Another case of a developer trying to justify an internal decision without gathering any input from the community before pulling the rug from under their feet. Although, after the whole 0.16 concrete debate it's starting to be a bit obvious that it wouldn't have mattered either way. I've gotten that...
- Tue Dec 19, 2017 7:09 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 119853
Re: Feedback
I'll keep this simple as possible, although my opinion may slightly differ from others experiences due to being combined with other mods like AAI and Angels. My love: Electronic boards are the determination of tiers, not metals. Due to the recipes of boards increasing significantly in difficulty eac...
- Sat Dec 02, 2017 12:04 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 84830
Re: Friday Facts #219 - Cliffs
Elevation is one thing I've always felt was missing for some map variation and playstyle, so this is a step in the right direction for sure. I know I won't be blowing up cliffs, since planning around them is more interesting than just removing them for more flat land. The world isn't so conveniently...
- Sat Nov 11, 2017 9:31 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223003
Re: Uranium Power
Is this a dead mod? Indeed, it has been almost 7 months since 0.15 was released. I'm doubting much progress has been made since we never get any progress or status reports, but just having the mod ported to 0.15 would be more than acceptable right now. Well the licence is MIT so technically we coul...
- Thu Nov 09, 2017 5:48 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223003
Re: Uranium Power
Indeed, it has been almost 7 months since 0.15 was released.diongham wrote:Is this a dead mod?
I'm doubting much progress has been made since we never get any progress or status reports, but just having the mod ported to 0.15 would be more than acceptable right now.
- Wed Nov 01, 2017 6:25 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1382948
Re: Development and Discussion
If you don't mind my asking, what are your design plans with how your science functions? Your design philosophy is to take something already in place and put your own unique spin on it; To make it more involved and meaningful. This is why the vanilla experience feels so empty when we stop using the ...