Edit: Scratch what I wrote below. Just realized that you answered my question one post above *whuuuuuuups*
Currently there seem to be two different recipes for the pcb1. Is that intentional? Since the second one seems to be a "shortcut".
Search found 9 matches
- Mon Apr 02, 2018 8:48 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 272767
- Sun Apr 01, 2018 11:00 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 272767
Re: pY HighTech Discussion
as a quick fix, just resize the png file until an official fix is out (dont forget to keep the ratio)
- Fri Mar 11, 2016 10:41 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 198692
Re: [0.12.x] RSO Discussion thread
Can someone maybe explain to me how exactly the options "richness_distance_factor" and "size_distance_factor=" scale the ore patches the further I am from the centre of the map? Trying to fine tune my worldgen a bit
- Fri Mar 11, 2016 3:40 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 149390
Re: Friday Facts #129 - The late game
Resource generation tweaks: My approach would be underground mining: Once the surface is depleted the mining drills stop to work, but with a research upgrade they might continue working there. So it would make sense to leave the outpost intact until you can examine the underground. Underground Mini...
- Fri Mar 11, 2016 3:14 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 149390
Re: Friday Facts #129 - The late game
These are some really nice ideas. I especially like both options for the late game mining. Adding the urge to explore more, further encouraging to use trains and the need for more infrastructure via the expanded ore processing sounds like exactly the right things to do. It sticks to the way factorio...
- Thu Mar 10, 2016 12:30 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 357879
Re: [MOD 0.12.x] Rail Tanker - Liquid transport
On the latest version of the game I can't seem to unload the train without replacing a pipe or pump every time the train arrives. Apparently this is a known bug but do you have any idea when you can fix this? I have the same problem. I'm using a ton of mods, including squeak through . I think that ...
- Mon Feb 29, 2016 8:33 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571470
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
In my case it is a combination of bob and yuoki. If it is not too much to work on, maybe both versions with a config option? Like together with bob's ores make it generate, without it get that stuff via refining. Would be awesome if generation could be a thing. On another note: Nice work with your m...
- Sun Feb 28, 2016 8:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571470
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Is it planned to add support for the two ores from Yuoki Industries? (N4-Material Chunk, F7-Material Chunk)
- Sun Feb 28, 2016 3:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51001
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Logistic network not connecting with the Cyberchest (i mean the red and green wire stuff). Oh that would be super handy if logistic wire setups would work with this. Currently my problem is that I can easily overfill a cyberchest with ingredients, since there is no option to read the contents via t...