Search found 144 matches

by Demosthenex
Mon Jan 16, 2017 7:32 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1423998

Re: Development and Discussion

Speaking of voiding, I've always felt the flare stack and clarifier needs a much higher pollution factor for that purpose. Since it's not always running and can be influenced with 2 speed modules, it wouldn't be too outrageous to have it at 9 PU (or a lot more) as I sort of doubt burning byproducts...
by Demosthenex
Sun Jan 15, 2017 7:43 pm
Forum: Show your Creations
Topic: Cooperative 1 RPM base with Bob's and Angels!
Replies: 2
Views: 5085

Re: Cooperative 1 RPM base with Bob's and Angels!

Good write up. How much time did it take you? We started the map at the end of October. I think the map time was 15 days 15 hours when we were done. I appreciate the feedback. I wanted to share some of our experience without making a video. Bobs + angels is very challenging to my unorganized brain....
by Demosthenex
Sun Jan 15, 2017 2:11 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1423998

Re: Development and Discussion

It was interesting to read your concerns and encountered issues. Wish you'd replied on our post, I didn't see this because I didn't know you were replying to me initially. ;] I'll address a couple that caught my eye in particular. 1. Saline water can be produced en masse thanks to the salination pl...
by Demosthenex
Sat Jan 14, 2017 8:59 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1423998

Re: Development and Discussion

I just finished a Bob and Angel's map to 1 RPM, and had some feedback. From the post at: https://forums.factorio.com/viewtopic.php?f=8&t=39876 Angel's cobalt processing We initially setup our systems to create cobalt plates using Angel's Smelting. Unfortunately most of the recipes required cobal...
by Demosthenex
Sat Jan 14, 2017 7:37 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 324653

Re: [MOD 0.13.17] Rampant - 0.14.7

the scorched earth setting causes the ground under an enemy when they die to turn closer to desert. This tile updating can be very expensive when lots of enemies are being killed. It persists while they are angry. Given much of the area is already desert at walls, would that add up? I've also seen ...
by Demosthenex
Sat Jan 14, 2017 7:21 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 324653

Re: [MOD 0.13.17] Rampant - 0.14.7

What do your path finder numbers come up as in the debug overlay ingame? 125+ during attacks for Entity Update. I'm not clear on the other figures. the other thing may be the desertification on enemy death from NEE, which is configurable. I thought that just changed the biome to make pollution spre...
by Demosthenex
Sat Jan 14, 2017 6:55 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 324653

Re: [MOD 0.13.17] Rampant - 0.14.7

Have you tried removing NEE and adding Rampant to see how it works? If the biggest bottleneck is in fact the pathing then the groups generated by Rampant will be easier on the UPS. I think that pathing is the problem. We just completed the game (https://forums.factorio.com/viewtopic.php?f=8&t=3...
by Demosthenex
Sat Jan 14, 2017 6:09 pm
Forum: Show your Creations
Topic: Cooperative 1 RPM base with Bob's and Angels!
Replies: 2
Views: 5085

Cooperative 1 RPM base with Bob's and Angels!

I recently participated in a very hard Factorio playthrough with a good friend and fellow engineer which included Bob's mods, Angel's mods, and more. We created a megabase which launches one rocket per minute which was our goal! This writeup is to describe the base, issues we encountered, and to pro...
by Demosthenex
Sat Jan 14, 2017 5:18 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 435129

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

Kudos to the mod authors. NEE is incredible. My friend and I just wrapped up a 1 RPM megabase map with NEE and Bob's Enemies, and it was so hard! One problem we had with NEE was it would tank our UPS anytime the bugs were aggressive. If we killed some trees, a hive, or a worm, the quantity of bugs a...
by Demosthenex
Sat Jan 14, 2017 5:14 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 324653

Re: [MOD 0.13.17] Rampant - 0.14.7

I just completed a map with NEE and Bob's enemies. I'm looking for a new challenge! I'm curious about Rampant, especially because it says it optimizing pathing. NEE would tank our UPS anytime an attack started, whether it was from trees, killing hives and retaliation, or worms. The quantity of bugs ...
by Demosthenex
Sat Jan 14, 2017 3:59 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 203151

Re: Support - Uranium Power

Calling Angel's and Bob's mod player. I need the minimum list of these two mods so that I can test them. Apparently mineral sludge is giving absurd amounts of fluorite and uraninite. I can not test because either one of them do not play nice. I guess Angel's is the culprit.... So I know you nerfed ...
by Demosthenex
Mon Dec 26, 2016 12:02 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1423998

Re: Development and Discussion

that would be a posibility. I would rather add a ingot->oxide recipie, so there is no plate->oxide->plate path. I can appreciate an ingot recipe, after all why not extract the oxide before it is formed into plates. On the other hand, if I made refined plates, why not allow a recipe to turn them bac...
by Demosthenex
Sun Dec 25, 2016 10:05 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1423998

Re: Development and Discussion

there is recipe that produces cobalt oxyde as byproduct from copper plates processing. not sure if it's angels or bobs. There are two recipes for cobalt oxide. The first is 7 copper ore, 1 stone, 1 carbon, 1 hydrogen, making 9 copper plates and 2 cobalt oxide. The second is two cobaltite ore and on...
by Demosthenex
Sun Dec 25, 2016 2:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1423998

Re: Development and Discussion

Using Angel's Smelting to create Cobalt Plates as my method for processing cobalt just put me in a dead end. All the Bob's items require Cobalt Oxide, and I can't process Cobalt Plates into Cobalt Oxide. I'll have to rip up my processing and redo it to use stone and cobalt ore. Can I request the add...
by Demosthenex
Thu Dec 15, 2016 6:48 pm
Forum: Mods
Topic: [MOD 0.14.x] Trash Landfill
Replies: 8
Views: 6717

Re: [MOD 0.14.x] Trash Landfill

I found the error, and I have to say.. It was a really dumb one of me. Lol. I should I have a fix pushed in just a little bit. Fix is now uploaded, make sure you have v1.1.3 This is kind of a workaround fix, however. I'm not sure how the main problem that occurred happened. Somehow one of the item ...
by Demosthenex
Wed Dec 14, 2016 12:57 pm
Forum: Mods
Topic: [MOD 0.14.x] Trash Landfill
Replies: 8
Views: 6717

Re: [MOD 0.14.x] Trash Landfill

Looks great, works great! Until I just hit an error: 141.286 Error MainLoop.cpp:788: Exception at tick 40695000: Error while running event on_tick (ID 0) Item stack count has to a be positive number stack traceback: __ZCS-Trash-Landfill__/control.lua:58: in function 'delete_check' __ZCS-Trash-Landf...
by Demosthenex
Mon Dec 12, 2016 7:35 pm
Forum: Mods
Topic: [MOD 0.14.x] Trash Landfill
Replies: 8
Views: 6717

Re: [MOD 0.14.x] Trash Landfill

What an amazingly fast reply. OMG. I'm on IRC if you have questions or want a copy of the bad save.

We're playing Bob's + Angel's and wow did we need a trashcan! Plus I love the graphic, it's so cute!
by Demosthenex
Mon Dec 12, 2016 7:29 pm
Forum: Mods
Topic: [MOD 0.14.x] Trash Landfill
Replies: 8
Views: 6717

Re: [MOD 0.14.x] Trash Landfill

Looks great, works great! Until I just hit an error: 141.286 Error MainLoop.cpp:788: Exception at tick 40695000: Error while running event on_tick (ID 0) Item stack count has to a be positive number stack traceback: __ZCS-Trash-Landfill__/control.lua:58: in function 'delete_check' __ZCS-Trash-Landfi...
by Demosthenex
Mon Nov 07, 2016 8:47 pm
Forum: Technical Help
Topic: [0.14.13] Multiplayer lag, no latency option
Replies: 21
Views: 17105

Re: [0.14.13] Multiplayer lag, no latency option

I did see that. I'm looking at updating the server and testing, but I'll use Emacs. Thanks.
by Demosthenex
Thu Nov 03, 2016 3:19 am
Forum: Releases
Topic: Version 0.14.18
Replies: 14
Views: 16810

Re: Version 0.14.18

I think it applies to long distance WAN games too, not just LAN. I had submitted this previously: viewtopic.php?f=49&t=34333

I look forward to trying it out with our long distance players.

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