Search found 81 matches

by Kazuar
Sat Sep 23, 2017 11:48 pm
Forum: Balancing
Topic: Radar scanning (and re-scanning) speed
Replies: 35
Views: 28857

Re: Radar scanning (and re-scanning) speed

Holy moly you guys/gals.

This thread made me realize how long I've had fun with this game while making me feel old.

I've actually posted in this thread 3 years ago.

What a time.
by Kazuar
Fri Jun 23, 2017 2:52 pm
Forum: General discussion
Topic: what the point researching robot speed ? (infinite research)
Replies: 8
Views: 4913

Re: what the point researching robot speed ? (infinite research)

The point of robot speed research is to make robots move faster. If you feel that they're fast enough, don't research it. Alas, since a player can easily outrun the construction robots sent from his own roboport, faster robot movement is quite useful. Also, faster movement means less time per full t...
by Kazuar
Wed Jun 21, 2017 5:44 pm
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 106115

Re: Fight

I, too, agree that the combat/biter part doesn't feel quite there yet. And I don't think that this is something that can be "fixed" by tweaking numbers, or adding to the already existing catalouge of weapon systems. I feel that there is a lack of a sense of what I'd call "interactive ...
by Kazuar
Wed Jun 21, 2017 3:23 pm
Forum: Balancing
Topic: Defender robots OR: red-headed stepchildren of rebalancing
Replies: 5
Views: 3327

Re: Defender robots OR: red-headed stepchildren of rebalancing

Defender robots are actually a weapon you can fire in my mods. I will admit though, that since they changed the personal laser defence (in your suit) to be 15 times as powerful as it used to be, Yes, 15 times! everything else just seems, underwhelming by comparison. I think they made it too strong....
by Kazuar
Fri Jun 16, 2017 4:56 pm
Forum: Ideas and Suggestions
Topic: add a random / unique number combinator
Replies: 26
Views: 9416

Re: add a random / unique number combinator

Hence the need for "unique number combinator". A random (or pseudo-random) number doesn't guarantee a unique number. For once, because (as you have noticed yourself) using the same blueprint/seed leads to the same sequence of numbers, making them non-unique, but also, because even a true ...
by Kazuar
Fri Jun 16, 2017 3:28 pm
Forum: Balancing
Topic: Defender robots OR: red-headed stepchildren of rebalancing
Replies: 5
Views: 3327

Defender robots OR: red-headed stepchildren of rebalancing

Ah, the old and true Defender Capsules, borderline useless ( in my humble opinion ) even before the combat rebalance, and now indirectly nerfed even further... Why is that? Am I missing something crucial? Its damage is now even less than what the piercing bullets used in its recipe would inflict, an...
by Kazuar
Mon Feb 27, 2017 9:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1572598

Re: Development and Discussion

Hi Kazuar, If you mean Batteries 2 - here it is: it requires purple science which requires lithium ion batteries!!! So frustrating lol. regards, Well, that is at least the place where the lithium batteries are supposed to be. Looks like some other mod also screwed with the tech tree. :| I'll repeat...
by Kazuar
Mon Feb 27, 2017 1:14 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1572598

Re: Development and Discussion

madras51 wrote:Here is a screenshot of my tech tree.
Well, the tech that unlocks lithium-ion batteries is at least visible on your screenshot - top row, second from the left. Maybe a prerequisite tech thats still missing?
by Kazuar
Sat Feb 25, 2017 3:11 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1572598

Re: Development and Discussion

Step 1: Open research screen. Step 2: Type 'filter inserter' into the search bar. Step 3: Follow the tech tree to unlock your filter inserter. What do you mean when you say 'new user'? People who are new to factorio? People who are new to the mod pack. And again, unlocking the recipe is not the pro...
by Kazuar
Fri Feb 24, 2017 9:27 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1572598

Re: Development and Discussion

I have been working on a new vanilla mode and some improvements to make localization easier for different configurations of the mods, might be ready for testing at the start of the next week. No one seems to have commented on this, judging from a cursory glance, so: nice :D ! Shame about the loss o...
by Kazuar
Sat Feb 18, 2017 8:02 pm
Forum: Angels Mods
Topic: is there tutorial/lets play for anglels + bobs mods?
Replies: 7
Views: 8317

Re: is there tutorial/lets play for anglels + bobs mods?

Not a tutorial series, but an ongoing series made by, of course, Arumba himself. Note that the modpacks you can download are for multiplayer servers he maintains for his community, which are in turn "inspired" by his series - there is a slight difference between what he plays with and wha...
by Kazuar
Wed Feb 08, 2017 5:01 pm
Forum: Angels Mods
Topic: Angels refining in "Vanilla"?
Replies: 10
Views: 7132

Re: Angels refining in "Vanilla"?

Frankly, I hadn't even considered Angels Smelting/Petrochem at that point, but if it were to "combine" properly... that'd be excellent. For the "steel ore", it might simply be yielded by an ore that also returns traces of coal, since again, there aren't that many resources to cho...
by Kazuar
Mon Jan 30, 2017 5:09 pm
Forum: Angels Mods
Topic: Angels refining in "Vanilla"?
Replies: 10
Views: 7132

Re: Angels refining in "Vanilla"?

Well, vanilla support's dead now, though the description on the mod portal still claims support for vanilla ores, btw. The vanilla version is more than a bit flawed and I don't really improving it, since the focus is on bobs and my own take on an overhaul. I stated several times that I'm myself not ...
by Kazuar
Wed Jan 25, 2017 9:09 pm
Forum: Angels Mods
Topic: Angels refining in "Vanilla"?
Replies: 10
Views: 7132

Re: Angels refining in "Vanilla"?

I could get away with just crushing and smelting, but at that point, why install the mod in the first place? I mean, that would leave 4 out of 6 ores unused and unusable. Again, I don't have a "problem" with the sorting, my point's the second round of sorting that makes the whole shebang ~...
by Kazuar
Mon Jan 23, 2017 6:03 pm
Forum: Angels Mods
Topic: Angels refining in "Vanilla"?
Replies: 10
Views: 7132

Angels refining in "Vanilla"?

Hey, first off, thanks for doing and sharing your mods. Just a few hours of playing, and it's already apparent that there has been a lot of effort that went into it, even though I'm only using "infinite ores" and "refining". That said, I seems to me that the balancing for "V...
by Kazuar
Sat Dec 24, 2016 8:00 pm
Forum: General discussion
Topic: Shotgun Shells - explained
Replies: 14
Views: 6110

Re: Shotgun Shells - explained

I'm in favor of projectile number first, then damage/projectile, 'cause that is the established convention in the industry, much like W+A+S+D is preferred over "special snowflake" layouts like T+F+G+H or something (but that way, you're in the middle of the keyboard with SO MUCH more hotkey...
by Kazuar
Tue Aug 23, 2016 12:25 am
Forum: Gameplay Help
Topic: Roboport questions
Replies: 2
Views: 1785

Re: Roboport questions

Hello. Straight to the point; are Roboports sharing their robots? Can any robot fly everywhere? Robots will be assigned to any task that is within the Roboport Network Area. The reddish/orange area = logistic robot area, the greenish area = construction area. As long as the reddish areas are touchi...
by Kazuar
Mon Aug 15, 2016 3:07 pm
Forum: Gameplay Help
Topic: Change and apply 'biter-settings' midgame?
Replies: 1
Views: 4106

Change and apply 'biter-settings' midgame?

Not sure if the topic's for this forum or general disco, but here we go. I'm playing a modded game (including, amongst others, RSO) of Factorio with the latest 0.13 version, and am now noticing, several hours in, that I've left the map generation settings for enemies at default. As a result, I've ha...
by Kazuar
Mon Mar 30, 2015 11:11 am
Forum: Mods
Topic: [MOD 0.11.x] Ghosts From the Start
Replies: 7
Views: 12395

Re: [MOD 0.11.x] Ghosts From the Start

Just to be clear, when you remove and re-add the mod, you are also reloading Factorio, yes? If by that you mean "First, exit the game completly , THEN fiddle with the mods folder, THEN hit the desktop shortcut again", yes. When you had all the mods activated and caused the crash, did you ...
by Kazuar
Sun Mar 29, 2015 12:16 am
Forum: Resolved Problems and Bugs
Topic: [0.11.19] [kovarex] "Unexpected error" with mods & map exchange string
Replies: 1
Views: 1856

[0.11.19] [kovarex] "Unexpected error" with mods & map exchange string

Related to the following mod: https://forums.factorio.com/forum/viewtopic.php?f=14&t=8550 I have recently seen an error message saying the following: "Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums." Theref...

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