Search found 42 matches

by omega_haxors
Wed Jun 24, 2015 5:40 am
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 258885

Re: Tips, Designs, & Tricks

I was inspired by this thread to make a power generation priority list. Firstly it would use solar panels, and then it would use accumluators, and when the power went off, it would turn the steam engines on. All went fine and well but I rage quit when I figured out the whole time I was using smart i...
by omega_haxors
Wed Jun 24, 2015 3:35 am
Forum: Ideas and Requests For Mods
Topic: RepairChest Mod
Replies: 33
Views: 18377

Re: RepairChest Mod

I suppose you could simply use a requester chest and insert the contents into a roboport.

Not really too hard to make a mod for either, so I would highly suggest you take a few hours to learn the API and how to add new items.
by omega_haxors
Sun Jun 21, 2015 3:06 pm
Forum: Mods
Topic: Omega Haxors' Usefullness
Replies: 0
Views: 3939

Omega Haxors' Usefullness

Just a simple little humble mod which adds all sorts of useful things that I would find useful. Right now it's very limited due to my weak understanding of Factorio scripting, but I have big plans for when I do figure it out. A few of the things in this mod are extremely powerful and a lot of things...
by omega_haxors
Fri Jun 19, 2015 3:34 am
Forum: Mods
Topic: [MOD 0.10.x] Barter mod [v0.8.1]
Replies: 18
Views: 16003

Re: [MOD 0.10.x] Barter mod [v0.8.1]

This has potential to be an excellent gameplay addition to any game if the following is addressed: The market needs to be dynamic. If it's just a flat 110% return rate, then people are just going to abuse it to dupe for resources. This isn't bad on its own, but when people build over half of their f...
by omega_haxors
Mon Jun 15, 2015 3:59 am
Forum: Ideas and Requests For Mods
Topic: Low-Tech Game Mode
Replies: 0
Views: 2381

Low-Tech Game Mode

What I am proposing is a completely new game-mode for Factorio which would change the focus completely off electricity. Due to the way the game is set up now, it assumes at almost every avenue that you have access to an electrical grid, and the game is balanced as such. Obviously this leaves a whole...
by omega_haxors
Mon Jun 15, 2015 3:25 am
Forum: Ideas and Suggestions
Topic: [Request] ELECTRIC BOILER
Replies: 40
Views: 24382

Re: [Request] ELECTRIC BOILER

I like the idea for this for advanced power storage, say if you want to store a whole bunch of power for later without accumulators, but don't want to ever use polluting coal or fuel. If your goal is to avoid pollution entirely, the loss would be completely invisible. The point is to store electrici...
by omega_haxors
Mon Jun 15, 2015 1:43 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 197394

Re: Support - Uranium Power

Line 395 throws an error in control.lua when you attempt to use the heat exchanger on anything other than water or pressurized water. The error reads: attempt to index field '?' (a nil value) And the line in question reads as follows: local minT1 = fluidProperties[oldheatExchanger[2].fluidbox[1].ty...
by omega_haxors
Sun Jun 14, 2015 3:30 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 197394

Re: Support - Uranium Power

Line 395 throws an error in control.lua when you attempt to use the heat exchanger on anything other than water or pressurized water. The error reads: attempt to index field '?' (a nil value) And the line in question reads as follows: local minT1 = fluidProperties[oldheatExchanger[2].fluidbox[1].typ...
by omega_haxors
Sun Jun 14, 2015 2:21 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Railway crossing with gates
Replies: 7
Views: 8294

Re: [Request] Railway crossing with gates

It isn't exactly what you asked for, but consider trying this mod out:

https://forums.factorio.com/forum/vie ... ain#p86187
by omega_haxors
Sun Jun 14, 2015 5:24 am
Forum: Mods
Topic: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
Replies: 15
Views: 26545

Re: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics

I like how this mod can be used as both an alternative power source and also a source for pesudo-infinite resources, but there's one thing that really bugs me: The mohole is a lot more expensive, both on power and resources, but is shares the exact same recipes with the crystallizer. Because the cry...
by omega_haxors
Sat Jun 13, 2015 3:23 am
Forum: Ideas and Requests For Mods
Topic: [Request]Pocket Power Pole
Replies: 4
Views: 5553

Re: [Request]Pocket Power Pole

Gandalf wrote:@omega_haxors He wants to use his armor as a power source for other stuff, not the other way round.
Why would you anybody want that? The armor provides almost no power, even with the portable fusion reactor.
by omega_haxors
Fri Jun 12, 2015 3:42 am
Forum: Ideas and Requests For Mods
Topic: Mod Request, Thin Belts & Belt Scaffolds.
Replies: 8
Views: 12180

Re: Mod Request, Thin Belts & Belt Scaffolds.

perhaps a more useful request would be a something like a large assembly machine perhaps 3x3 tile box that 3 belts would be inputs and there would be a possible 9 output belts (3 belts on a side) all this thing would do is sort items coming in to it , all coal goes on this belt, all copper plates g...
by omega_haxors
Fri Jun 12, 2015 3:25 am
Forum: Balancing
Topic: [0.8] Campaign too difficult
Replies: 35
Views: 25550

Re: [0.8] Campaign too difficult

Suggestion 3: This is a good mission to teach players about modular armor. After all the primary purpose of modular armor is to kick ass. At the halfway point give the player a set of half broken modular armor, along with 2-4 solars, 1 battery, and 1 shield. They can hunker down and begin wall manu...
by omega_haxors
Thu Jun 11, 2015 1:09 am
Forum: Ideas and Requests For Mods
Topic: [Request]Pocket Power Pole
Replies: 4
Views: 5553

Re: [Request]Pocket Power Pole

Wi-El sounds like a good solution here. It's completely safe, incredibly lossy, (over 80% loss if I recall) and would follow the logic of power transmission more efficiently. It would be easy enough to set up. Just place a Wi-El charging station which transmits its power over a distance, and if a re...
by omega_haxors
Thu Jun 11, 2015 1:03 am
Forum: Balancing
Topic: [0.8] Campaign too difficult
Replies: 35
Views: 25550

Re: [0.8] Campaign too difficult

I dont think level 3 is to hard, the only reason its hard is becose you make it hard yourself. what this level teaches you is you can fight small nests head on with no problems. but when it comes to biger nests you cannot do so anymore. This is the crux of my point, here. Not that the mission is to...
by omega_haxors
Wed Jun 10, 2015 6:27 am
Forum: Ideas and Requests For Mods
Topic: Suggestion for a Limited Conflict Mod
Replies: 1
Views: 2703

Re: Suggestion for a Limited Conflict Mod

You could always use the "kill all monsters" command from Test Mode. Other than that, though, I don't think there's any mod that's designed solely to remove aggro from monsters.

I'm sure somebody here could whip one up in seconds, though.
by omega_haxors
Wed Jun 10, 2015 6:22 am
Forum: Ideas and Requests For Mods
Topic: Mod Request, Thin Belts & Belt Scaffolds.
Replies: 8
Views: 12180

Re: Mod Request, Thin Belts & Belt Scaffolds.

I don't understand the belt question fully. Do you want a belt that takes up half a square, or rather a belt that can go two directions on the same square? Either way, belts have to obey the tiles so that gives limited freedom for mods. The second suggestion is actually pretty interesting and would ...
by omega_haxors
Wed Jun 10, 2015 6:08 am
Forum: Balancing
Topic: is effectivity module op?
Replies: 39
Views: 31087

Re: is effectivity module op?

... The point where your argument fails is that having high pollution will increase the difficulty. Sure you can handle small, hell maybe even medium biters no problem, but I can promise you that the large ones, in quantity, can easily overwhelm any laser defense system and put the rest of the base...
by omega_haxors
Mon Jun 01, 2015 12:33 am
Forum: Ideas and Requests For Mods
Topic: [Request] Requester/Provider Machines
Replies: 2
Views: 3930

[Request] Requester/Provider Machines

Simply put, I want to be able to put an assembler, furnace, or other such device directly into the logistics network. That way I won't have to use request chests, inserters, and provider chests every time I want to make something. They don't have to be fast or cheap, just as long as I have them as a...
by omega_haxors
Sun May 31, 2015 10:04 pm
Forum: Balancing
Topic: is effectivity module op?
Replies: 39
Views: 31087

Re: is effectivity module op?

Why efficiency modules are not overpowered. Solar power is free, solar power is infinite, lasers turrets are powered for free , power is free. Thus biters and pollution don't matter. Power is irrelevant in this game due to free solar energy and thus anything dealing with it doesn't matter. Now runn...

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