Mylon's Many Mods
Re: Mylon's Multiple Mods
As an optimization, Concreep tries to only check a band around the roboport. At the moment the placed ghosts expire. So patching that out should prevent that from happening. Though it still should not over-provision like this.
I put out an update. Hopefully this prevents this from happening in the future!
I put out an update. Hopefully this prevents this from happening in the future!
Re: Mylon's Multiple Mods
dangOreus is released! Feel free to try and conduct an orechestra in your own games!
Re: Mylon's Multiple Mods
Evil!Mylon wrote:dangOreus is released! Feel free to try and conduct an orechestra in your own games!
Not even belts and powerpoles can be placed on the ores.
Re: Mylon's Multiple Mods
I've encountered 2 problems with dangOreus.
When I place an electric mining drill on a place that also has uranium ore, the drill stops mining because I've just started and obvious don't have sulfuric acid yet.
On the map chuncks are getting 'unscanned' so that I get holes in the map screen.
When I place an electric mining drill on a place that also has uranium ore, the drill stops mining because I've just started and obvious don't have sulfuric acid yet.
On the map chuncks are getting 'unscanned' so that I get holes in the map screen.
Re: Mylon's Multiple Mods
Features. Sulfiric acid occurs in chunks so you can mine around it. The map becomes nearly impossible to use later on and uncharting chunks helps mitigate the problem. The other (probably better) option is that I remove that feature from 0.15.pieppiep wrote:I've encountered 2 problems with dangOreus.
When I place an electric mining drill on a place that also has uranium ore, the drill stops mining because I've just started and obvious don't have sulfuric acid yet.
On the map chuncks are getting 'unscanned' so that I get holes in the map screen.
Re: Mylon's Multiple Mods
Will this put a water tile where a tile, wall or entity exists?
Regards,
~B
Regards,
~B
Re: Mylon's Multiple Mods
I assume you're referring to Global Warming? Water will not overcome walls or water-pumps. It can expand to cover entities (like belts and assemblers) and tiles (like concrete) and will destroy them.abordoli wrote:Will this put a water tile where a tile, wall or entity exists?
Regards,
~B
Re: Mylon's Multiple Mods
Ah yes. "Global Warming" Sorry, I didn't notice that the thread was for all off your mods.
So if the factory is surrounded by walls...everything inside is protected, right?
~B
So if the factory is surrounded by walls...everything inside is protected, right?
~B
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Re: Mylon's Multiple Mods
Hi, I'm curious at what rate Oil is pulled with the fracking mod once the slurry is required? IE, does it continue to pull the oil at the normal 10% depleted rate, or is it different?
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
Re: Mylon's Multiple Mods
Yes, your base will be safe. But any resources not in your walls might be destroyed!abordoli wrote:Ah yes. "Global Warming" Sorry, I didn't notice that the thread was for all off your mods.
So if the factory is surrounded by walls...everything inside is protected, right?
~B
Re: Mylon's Multiple Mods
Oil wells will revert back to their original output when using fracking, and then slowly drop down to their depleted rate.FuryoftheStars wrote:Hi, I'm curious at what rate Oil is pulled with the fracking mod once the slurry is required? IE, does it continue to pull the oil at the normal 10% depleted rate, or is it different?
Re: Mylon's Multiple Mods
Can the tile replacement for "Dirt Path" be easily changed? I'm in an all snow biome and I wouldn't mind "dark snow" over "dirt".
Regards,
~B
Regards,
~B
Re: Mylon's Multiple Mods
That's something I meant to do with Dirt Path but never got around to.abordoli wrote:Can the tile replacement for "Dirt Path" be easily changed? I'm in an all snow biome and I wouldn't mind "dark snow" over "dirt".
Regards,
~B
Would you be willing to write the conversion table? {"grass","dry-grass"} -> {"dirt"} {"snow"} -> {"dark-snow"} {"dark-snow"} -> {"dark-dirt"} etc
The goal of a factory ought to be concrete everywhere so I never really took the time to build on Dirt Path.
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Re: Mylon's Multiple Mods
Great, thank you!Mylon wrote:Oil wells will revert back to their original output when using fracking, and then slowly drop down to their depleted rate.FuryoftheStars wrote:Hi, I'm curious at what rate Oil is pulled with the fracking mod once the slurry is required? IE, does it continue to pull the oil at the normal 10% depleted rate, or is it different?
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
Re: Mylon's Multiple Mods
Sure, I'll write the conversion table. Is it OK to base it on Alien Biome tiles with vanilla back-ups?Mylon wrote:That's something I meant to do with Dirt Path but never got around to.abordoli wrote:Can the tile replacement for "Dirt Path" be easily changed? I'm in an all snow biome and I wouldn't mind "dark snow" over "dirt".
Regards,
~B
Would you be willing to write the conversion table? {"grass","dry-grass"} -> {"dirt"} {"snow"} -> {"dark-snow"} {"dark-snow"} -> {"dark-dirt"} etc
The goal of a factory ought to be concrete everywhere so I never really took the time to build on Dirt Path.
~B
Re: Mylon's Multiple Mods
I've been given the direction of decay-flow conversion from the author, so I'll have a conversion table soon once I muddle through it all.
Re: Mylon's Multiple Mods
On hold till 0.16 (See FFF#200).
Re: Mylon's Multiple Mods
I think the map gen makes better use of temperature/elevation/humidity than I had thought. I may be able to follow the pattern to draw a line from each tile type to desert. And use a bit of interpretation to squeeze in alien biome tiles in there.
Re: Mylon's Multiple Mods
I've been working a lot of softmods lately. If you want to add logistic mining to your server, I wrote Nougat Mining: https://github.com/Brickcaster/factorio ... mining.lua