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Re: [MOD 0.12.27] Wind Turbines - Changing the electricity game!

Posted: Sat Mar 26, 2016 8:39 pm
by seronis
Yeah for some reason the OP is linking to where the user got his copy of the game and not to his mod. Didnt check his copy/paste it seems.

-edit-

OP has fixed link now.

Re: [MOD 0.12.27] Wind Turbines - Changing the electricity game!

Posted: Tue Mar 29, 2016 4:06 am
by Cpt Pick Lucky
I feel as if you should switch the purple turbine with the blue turbine in terms of upgrade chain, research, etc. because I feel it is easier to get artifacts (especially with mods) than it is to get blue science packs. Otherwise, I LOVE THIS MOD!!!

Re: [MOD 0.12.27] Wind Turbines - Changing the electricity game!

Posted: Tue Mar 29, 2016 3:11 pm
by Dellamonikus
Cpt Pick Lucky wrote:I feel as if you should switch the purple turbine with the blue turbine in terms of upgrade chain, research, etc. because I feel it is easier to get artifacts (especially with mods) than it is to get blue science packs. Otherwise, I LOVE THIS MOD!!!
Hmm, I could also go completely away from science packs, like someone else stated, because its very inconsistent in which order players get the packs, depending on settings, mods and playstyle.

I could go for green, red and blue circuits, but I would need one more thing to get the 4 transistions from cheap to expensive.
Any suggestions?

Re: [MOD 0.12.27] Wind Turbines - Changing the electricity game!

Posted: Thu Mar 31, 2016 9:50 pm
by john
Dellamonikus wrote:
Cpt Pick Lucky wrote:I feel as if you should switch the purple turbine with the blue turbine in terms of upgrade chain, research, etc. because I feel it is easier to get artifacts (especially with mods) than it is to get blue science packs. Otherwise, I LOVE THIS MOD!!!
Hmm, I could also go completely away from science packs, like someone else stated, because its very inconsistent in which order players get the packs, depending on settings, mods and playstyle.

I could go for green, red and blue circuits, but I would need one more thing to get the 4 transistions from cheap to expensive.
Any suggestions?
this mod uses lots of steel plates and "titanium plates" made from iron ore and water iirc. In addition to the red and blue circuits

viewtopic.php?f=93&t=19836&hilit=factoriobasics

Looking at how your mod scales even a small amount added to the t1 or t2 would add up quickly and should balance out the space saving aspect.

Re: [MOD 0.12.29] Wind Turbines - Changing the electricity game!

Posted: Tue Apr 12, 2016 12:13 pm
by Logan_72
download doesn't seem to work?

Re: [MOD 0.12.29] Wind Turbines - Changing the electricity game!

Posted: Tue Apr 12, 2016 8:06 pm
by seronis
I'm uploading the latest version as attachment since the OP is using a premium file hosting site.

Re: [MOD 0.12.29] Wind Turbines - Changing the electricity game!

Posted: Thu Feb 23, 2017 6:50 pm
by Dellamonikus
It's been a while, but now it works again. :)
Logan_72 wrote:download doesn't seem to work?

Re: [MOD 0.14.22] Wind Turbines - Simplistic Power Source

Posted: Thu Feb 23, 2017 6:58 pm
by lob26
This looks cool! I have one question though, how to you decide when the wind blows and what speed it will be? Or is that already build into the game?

Re: [MOD 0.14.22] Wind Turbines - Simplistic Power Source

Posted: Sat Feb 25, 2017 10:34 am
by Dellamonikus
lob26 wrote:This looks cool! I have one question though, how to you decide when the wind blows and what speed it will be? Or is that already build into the game?
Hey, this is randomized. The windspeed changes on a tiny factor all the time and changes on a bigger factor on a ingame-daily basis. The average speed is half of the maximum possible, so the turbines produce on average about half as much as they possibly can.