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Posted: Mon Jun 11, 2018 2:52 pm
how can i find the cobalt recipe? I couldn't create electric mining drill mk1
Posted: Mon Jun 11, 2018 5:17 pm
You can do it with iron splitting from FactorioPlus: Plates.
Posted: Tue Jun 12, 2018 5:38 am
I really like this Logistic, Machine, and Mining mods you made, but I really don't want to add 24 more resources to the game... Can you just make the dependencies optional? I probably will play with the ores eventually, but I like getting a feel for machines and items before implementing changes. Can you just add some expensive vanilla recipes if the other mods are not detected so I can use the tech first?
I have posted this to the Discussion for all 3 mods and now here in hope you see this... I want these mods to add more tech to the vanilla game but in .16 most machine mods are broke still or not supported anymore:'C... these are the most expansive ones I've seen with more available and all in only 3 mods... I am in the process of putting up a server but need this without all the added ores and stuff. This server is meant to introduce a few friends to the game and seeing all the ores may scare them away.
Posted: Tue Jun 12, 2018 12:17 pm
I've already responded you on FP: HyperLogistic (Link: https://mods.factorio.com/mod/Dp77s-Fac ... 000a98e93c
However: on eF eX request, now i'm trying to make my other mods compatible with Fp (FactorioPlus) ones. (This could be a start for your request ace123 )
I've started with the 3rd mod that i've ever made: Better Axes: now it is an addon of my mods.
What this means:
This means that this mod can be ran and played with or without Fp mods: the choice is yours!
If you want that my addons are compatible with other big mods, tell me in this page.
Posted: Thu Jun 14, 2018 2:24 pm
After updating your BetterAxes mod to 2.2.0 and attempting to load up a save file that was used with previous version I get the following error:
Error while applying migration: Better Axes: Better-Axes_2.2.0.lua
Better-Axes/migrations/Better-Axes_2.2.0.lua:20: attempt to index field 'mk6' (a nil value).
It only happens with saves, on fresh game this error message doesn't show up.
Posted: Thu Jun 14, 2018 7:58 pm
Were you playing with my FactorioPlus mods in that save?
Posted: Thu Jun 14, 2018 8:03 pm
However: Fp power has been release a few minutes ago...with 8 new tiers of solar panels!
FactorioPlus: Power > https://mods.factorio.com/mod/Dp77s-FactorioPlus-Power
I hope you'll enjoy with this new mod.
P.S: Since when i've started make mods, we've reached 50000 downloads! Thank you all for this little satisfaction that you've given me in this year.
Posted: Fri Jun 15, 2018 5:13 am
DiegoPro77 wrote:Were you playing with my FactorioPlus mods in that save?
Not using the FactorioPlus mods. The only mods I use from your list are:
Better Power Armor Grid (More Armors Mod)
More Fusion Reactors
More Personal Roboports
For now I'm using the Better Axes 2.1.0 and it works fine.
Posted: Fri Jun 15, 2018 1:01 pm
Ok i'll see if i can do something, because i'm going on holiday for a few months and programming could be difficult for me.
Posted: Fri Jun 15, 2018 6:11 pm
This is the ultimate release that i'll do
What are solar panels without accumulators? So here you are 8 new, powerful marks of it!
I hope you'll enjoy in this update and good summer holidays guys!
Posted: Fri Jun 15, 2018 7:18 pm
But obviously i'm not leaving without giving you a spoiler...
Posted: Sat Jun 16, 2018 6:26 pm
I found the problem, i was missing factorioPlus mining, don't know maybe i deleted it or moved it but this solved my problem.
I updated everything to the latest version of today, also installed your new power mod, i am so glad to see that because i usually go nuts with solar.
I think there is a bug with the axes tho, most of them are in the military research and all the axes are unlocked, so i tried starting a new game and I had them all available to be built up to mk9 without any research.
Looking forward to see what you are planning with those poor biters.
Posted: Sat Jun 16, 2018 9:53 pm
More axes are bugged, i know, but i hadn't the time tor fix it sorry
However: that thing will be a new alloy... and i'll spoiler you something every wheek.
Posted: Thu Jun 21, 2018 4:59 pm
This alloy will be released with the artifacts, and i'll rentroduce the old alien orb for use it...
Posted: Wed Jun 27, 2018 9:51 pm
I'll add 2 new tiers of each thing i've added in my mods, using this new alloy.
Posted: Thu Jun 28, 2018 9:45 pm
DiegoPro77 wrote:I'll add 2 new tiers of each thing i've added in my mods, using this new alloy.
Wow this will be crazy, looking forward to see it
keep it up
Posted: Tue Jul 03, 2018 8:59 pm
Some feedback/thoughts from my side.
I wanted to upload a new episode today but got stuck so to say in the situation that i had trouble finding some resources.
I didn't change any of the resource spawner settings so this is the default thing and it looks to me that there are so many resources that i had trouble finding copper and iron ore again.
The thing is that there are resources everywhere but since there so many it seems to cause some trouble.
What is the idea ? because i also find patches of sulfur but i do get sulfur already from the cinnibar, so i do not know if i will every tab into a sulfur patch for example.
Also i thought maybe the randomite is the answer because i do find a lot of it, but the basic processing gives me also uranium which is a rather late game resource compared to the other resources you get in the process, plus when you are not planning on going nuclear power a not needed one also.
I also find a lot of patches for diamond and amethyst and stuff which can also be obtained thorugh the randomite later on.
I find it a bit weird that you get the same resources through randomite and mining from patches.
Randomite is challenging you to deal with different resources from one process but you can simply skip it by mining the patches, which i am pretty sure, because of the fact that there are so many you will find plenty of since you are forced to explore a big area to find the stuff you need early on.
I hope it is not too confusing what i mean.
So maybe give it some thought if the sulfur is really needed as ore patch, and if every resource in general should exist as patch, also the uranium is too early in the randomite focusing i guess.
I mean you could push the whole randomite thing to the next level by going crazy with more and more research for get less resources with higher yields out of the randomite.
Posted: Fri Jul 06, 2018 8:02 pm
short addition to my last post
i actually found the recipe for the randomite sorting without the uranium, i must have overlooked it, my bad
Here is the new episode where i show in the beginning what i meant with all the ressources.
https://www.youtube.com/watch?v=T15j23X ... annel=eFeX
Posted: Sat Jul 07, 2018 4:19 pm
Thank you eF eX, i'll see what i can do for it.
However, before my weekly spoiler, i must tell something at the community:
Today i was browsing the factorio mod page and i've saw that a person, bastel98 exacly, has update 4 mods, but using my textures and codes, that i've done in months of updates.
So, i've already told him that if he won't delete these copies i'll signal him for copyright violation and, if i'll see something new that is copied from my mods (parts of code, textures, ex.), i'll not tell nothing, but i'll signal istantly.
Posted: Sat Jul 07, 2018 5:30 pm
...And now here you are the weekly spoiler!