Search found 225 matches
- Sat Apr 09, 2016 9:29 am
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 93970
Re: [MOD 0.12.29+] Water Well
By the way, I'm working on a way to limit the production to a certain amount of time/quantity, to simulate the depletion of the well. A well generally doesnt run dry unless the entire local ecosystem has changed. You dig down till you hit the water level. Using water takes from that but the well fi...
- Sat Apr 09, 2016 9:10 am
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 9082
Re: Refactorio 0.0.1
And you fail to read. Im already using mods or personal tweaks that do every feature included in this mod. Except for the utterly game breaking one which also happens to be pointless (removing burner inserters)
- Sat Apr 09, 2016 5:01 am
- Forum: Balancing
- Topic: Lab Efficiency Research
- Replies: 24
- Views: 14736
Re: Lab Efficiency Research
My assumption on this was that lab efficiency is something you work on after clearing all other low techs and before you have production of tier3/4 sci packs. Its so your labs arent sitting idle if you are slow to getting sci3/sci4 produced
- Sat Apr 09, 2016 3:57 am
- Forum: Mods
- Topic: [MOD 0.15] Aquifer Drill
- Replies: 15
- Views: 12648
Re: [MOD 0.12.29] Aquifer Drill
Excellent and simple mod. Would be more excellent if you just wrote the pump rate instead of saying 'mild'.
- Sat Apr 09, 2016 3:45 am
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 9082
Re: Refactorio 0.0.1
Pointless to artificially increase the download count when its unusable. I already use the burner generator from KS Power. I already have my own tweaks that have a 1 ingredient assembly plant and stone axe though mine uses the iron axe icon since i got no art talent. And my assembly is 3x3, same siz...
- Fri Apr 08, 2016 4:05 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
- Replies: 56
- Views: 63738
Re: [MOD 0.12.x] Crafted Artifacts v1.2.3
Its an option at map generation. You can disable aliens there. You can also look on the factorio wiki for console command that will kill all currently living aliens and turn on peaceful mode to prevent more spawns.
- Fri Apr 08, 2016 3:52 am
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 9082
Re: Refactorio 0.0.1
Or it means there was a break in the coal supply on the belts delivering coal. Either way you need burner inserters to have that automatically resolve itself. You gain NOTHING by removing them and actively cause problems The mod is worthless in its current state because of that.
- Thu Apr 07, 2016 8:12 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 92590
Re: [MOD 0.12.20+] Homeworld v1
https://github.com/perky/factorio-homew ... _1.0.0.zip
Would be far more useful for the download link to actually be a download link instead of just having the website link listed twice.
Would be far more useful for the download link to actually be a download link instead of just having the website link listed twice.
- Thu Apr 07, 2016 8:06 pm
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 9082
Re: Refactorio 0.0.1
What about when your generators temporarily ran out of fuel? You need non powered inserters to supply that fuel that just arrived on the belts.
- Thu Apr 07, 2016 12:35 am
- Forum: Releases
- Topic: Version 0.12.30
- Replies: 25
- Views: 36262
Re: Version 0.12.30
Stop asking for stable release. A stable release wont make .13 show up any faster. It just stops fixes/updates that are done while working on .13 from being backported. So please keep up with the updates on .12 devs. There is no advantage in delaying them. Also it seems to me the hash check on mods ...
- Thu Apr 07, 2016 12:28 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 92590
Re: [MOD 0.12.20+] Homeworld v1
Thanks for clarification
- Thu Apr 07, 2016 12:26 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 164691
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Mods are supposed to be in .zip format NOT .rar format.
- Thu Apr 07, 2016 12:09 am
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 9082
Re: Refactorio 0.0.1
Just because you cant see it doesnt mean its not an issue. I use the burner generators from where you stole them. I use burner inserters to feed them their coal. I use burner inserters to feed the boilers on steam engines. This is so that DURING POWER FAILURE the things that can start generating pow...
- Wed Apr 06, 2016 4:49 am
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 48524
Re: [0.12.x] [Library] Factorio Standard Library Project
Outstanding. Thank you for your work
- Wed Apr 06, 2016 4:44 am
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 9082
Re: Refactorio 0.0.1
The mod is good otherwise. But anything that breaks the game isnt usable so I dont think it was too strong at all. Removing burner inserters is just about on par with removing belts or pipes.Ratzap wrote: Worthless is a little strong but I'd definitely agree that keeping burner inserters would be advantageous.
- Wed Apr 06, 2016 4:41 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 92590
Re: [MOD 0.12.20+] Homeworld v1
Why such an outdated factorio version ?
- Wed Apr 06, 2016 4:08 am
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 9082
Re: Refactorio 0.0.1
Burner inserters are ESSENTIAL to allow your steam generators to maintain functionality when you accidentally overdraw the power supply. Mod is worthless without them.
- Tue Apr 05, 2016 5:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 35610
Re: [MOD 0.12.x] Rescaled Evolution Factor
I dont think time should be an absolute evolution factor. Rather pollution should have 2 thresholds. Below X pollution and evolution will decrease over time. The further below that threshold the bigger the evolution decrease rate. Above Y pollution evolution factor is increasing and the further abov...
- Tue Apr 05, 2016 3:39 am
- Forum: Mods
- Topic: [0.12.x] Peace Mod (unofficial)
- Replies: 2
- Views: 2492
Re: [0.12.x] Peace Mod (unofficial)
Or set biter spawns to zero in the map settings and save hard drive space and the small memory footprint the mod causes when loaded ... ... ...
- Mon Apr 04, 2016 11:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Harder Energy
- Replies: 18
- Views: 23598
Re: [MOD 0.12.x] Harder Energy
... to get megawatts out. But megawatts per solar panel surface isnt the right way to measure an object in a game where the consumption values are not balanced for realism. The proper metric is "surface area of solar panels to surface area of objects powered". You only need to adjust the ...