Search found 6 matches

by Lap
Wed Sep 21, 2016 6:21 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 595422

Re: [MOD 0.14.x] pY Coal Processing

Love the mod. Two pieces of feedback. I tend to not have enough use for the creosote. I think it would be good to have other options for creosote or to decrease the total amount produced. Secondly, it would be nice to add support for the bio industries "Big Wooden Poles" and have them use ...
by Lap
Mon Sep 12, 2016 3:33 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 315331

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.4

[Erases what was likely a dytech error]
by Lap
Tue Sep 06, 2016 1:11 am
Forum: Modding help
Topic: Neighboring Entities and Mod Feasibility
Replies: 1
Views: 1394

Neighboring Entities and Mod Feasibility

After looking over the api and milling about other mods I had a few questions on feasibility of an idea before I dedicate too much time to it. I know I could do this in pure Lua, but I haven't done much Factorio specific tinkering. Essentially the idea would be to make nuclear power unique by making...
by Lap
Tue Sep 06, 2016 1:10 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 212890

Re: Electric energy

For nuclear power I really like the puzzle minigame called Reactor Incremental (also present in Industrial Craft for Minecraft). Players build small components like fuel cells, coolant, etc, and it becomes puzzle mini game. Fuel cells produce electricity, but they also produce heat. Too much heat an...
by Lap
Mon Sep 07, 2015 1:18 am
Forum: Balancing
Topic: balancing the tank (and other small things)
Replies: 18
Views: 24557

Re: balancing the tank (and other small things)

I actually favor nerfing the tank and most vehicles in a different way as well; they should have greatly reduced inventory.

This way we give purpose to a new class of vehicles that is meant to haul freight (mods that have trucks or trailer attachments).
by Lap
Mon Sep 07, 2015 12:55 am
Forum: Implemented Suggestions
Topic: technology_modifier inventory_size
Replies: 1
Views: 2380

technology_modifier inventory_size

I noticed a lot of mods make the player's inventory absolutely massive, which I might be OK with if it was something unlocked with research, but that doesn't seem easily possible. An alternative to making inventory_size a modifier would be to make a two part modifier that basically is just "X&q...

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