Search found 167 matches
- Thu Dec 26, 2019 9:52 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Industrial Revolution (Iron in starter area)
- Replies: 2
- Views: 1079
[Request] Industrial Revolution (Iron in starter area)
I would like to make a request, that allow changes to the mod Industrial Revolution (https://mods.factorio.com/mod/IndustrialRevolution) Only one change, an option (In Startup config or Map config) that allow Iron to be generated in the starter area. Why that? because when playing with additional al...
- Thu Dec 26, 2019 12:31 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361630
Re: [MOD 0.17] Industrial Revolution
First, Damm that is a freaking awesome mod, very well polished and with some sup graphics! Well Done! If possible, I would request an option (Startup or possible Map settings) that allows Iron in the starter area, or if possible do it automagiclly when it detects a Death World. Why that? because whe...
- Sun Jun 23, 2019 5:45 pm
- Forum: Duplicates
- Topic: [0.17.50, build 45742] Undo (CTRC + Z) upgradeing an underground belt don't undo the secundo end
- Replies: 1
- Views: 612
[0.17.50, build 45742] Undo (CTRC + Z) upgradeing an underground belt don't undo the secundo end
When you upgrade a underground belt, for example a yellow underground to a red underground, the both ends of the underground are update at same time. But if you undo the action by pressing CTRL + Z, only the placed end will be switch back to yellow, the other and that was automatic updated will rema...
- Sun Jun 02, 2019 2:15 am
- Forum: Ideas and Suggestions
- Topic: Random Worm / Sppiter projectile targetting
- Replies: 0
- Views: 518
Random Worm / Sppiter projectile targetting
TL;DR Apply a random coordinates to the targeting of worm and spitter. What ? Before, the targeting of worm and spitters shoots where you were, now they shoot where you will be. Both are very easy to predict and avoid by doing a zig zag or a timed movement (stop shoot, walk, stop shoot walk...) Sur...
- Tue Mar 12, 2019 9:57 pm
- Forum: Ideas and Suggestions
- Topic: New newtwork signal for Energy production and consumption
- Replies: 4
- Views: 1526
Re: New newtwork signal for Energy production and consumption
Could be any value, as long they represent the energy bars that we have in the energy windows. I mention % cause the bars are all in percent values. If you have Satisfaction bar in 50%, the production will always be at 100%, even if you don't generate all power you can, cause lack of fuel or whateve...
- Sun Mar 10, 2019 3:15 pm
- Forum: Ideas and Suggestions
- Topic: New newtwork signal for Energy production and consumption
- Replies: 4
- Views: 1526
Re: New newtwork signal for Energy production and consumption
Thanks for the example. and sorry for the super late response. But that is exactly why I'm asking for the signal, is already there in the energy window, we just can't get it in the game, mods can read the power consumption and production value with isn't too much useful as they are always the same, ...
- Tue Mar 05, 2019 12:39 am
- Forum: Mods
- Topic: Epic Artillery Sounds
- Replies: 11
- Views: 7585
Re: Epic Artillery Sounds
Any chance to have a 0.17 version?
- Sat Mar 02, 2019 7:50 pm
- Forum: Campaign / Scenario suggestions
- Topic: stimulate more production with timers, at least for the first one
- Replies: 0
- Views: 872
stimulate more production with timers, at least for the first one
To encourage new people to increase the production, the biter waves was increased by a lot. So in the first steps of the campaign, before you get started with combat, would be a nice transition to stimulate a fast research, through a good production of science, like "research X tech before Y ti...
- Mon Jan 28, 2019 9:26 pm
- Forum: Mods
- Topic: [MOD 0.17]AE Industries Sentry Guns
- Replies: 6
- Views: 2906
Re: [MOD 0.16]AE Industries Sentry Guns
Sup! Thanks
- Sun Jan 27, 2019 10:36 pm
- Forum: Mods
- Topic: [MOD 0.17]AE Industries Sentry Guns
- Replies: 6
- Views: 2906
Re: [MOD 0.16]AE Industries Sentry Guns
Nice work!
If possible, add a check to bob, angel, pyaddon mods, if they are present, reduce the circuit level required, otherwise it became late tech .
I think you need to look only for bobs, as angel and pyaddon work on top of it
If possible, add a check to bob, angel, pyaddon mods, if they are present, reduce the circuit level required, otherwise it became late tech .
I think you need to look only for bobs, as angel and pyaddon work on top of it
- Sat Jan 12, 2019 6:21 pm
- Forum: Modding discussion
- Topic: What should be process in each tick? (Guide lines)
- Replies: 1
- Views: 1000
What should be process in each tick? (Guide lines)
What should be process in each tick? (Guide lines). That isn't a factorio specific question, but factorio uses it so I may try to use it as an example. I'm trying to find the basics ideas of what you process in each tick in some specific object, or entity, that need to notify other objects about a c...
- Tue Jan 08, 2019 11:37 pm
- Forum: Ideas and Suggestions
- Topic: New newtwork signal for Energy production and consumption
- Replies: 4
- Views: 1526
New newtwork signal for Energy production and consumption
New network signal for % of energy production and consumption What ? A way to detect not only the accumulator energy (%), but the % of the production and consumption as well. Why ? Because there is no way to detect if you need more power input. Currently you can only know if you gain energy in the ...
- Tue Jan 08, 2019 11:19 pm
- Forum: Reika's Mods
- Topic: FactorioIO - Energy Reader (Only one reading)
- Replies: 4
- Views: 3939
Re: FactorioIO - Energy Reader (Only one reading)
I was trying to fix it, but I have no idea how to change it.
They output the same value and will always output the same value as the consumption and production are always the same in the game guy energy.
They should output the % value of each bar like the accumulator does.
They output the same value and will always output the same value as the consumption and production are always the same in the game guy energy.
They should output the % value of each bar like the accumulator does.
- Tue Jan 08, 2019 10:54 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 438963
Re: pY Raw Ores Discussion
Note sure if it's intended, but the new ores that require fluids, aluminium for example, that take 10 coal gas per operation. The miner don't work until it gets 100 units of the fluid, than jump down to 50 and start getting up again, it works for some iterations and stop again until it has 100 fluid...
- Tue Dec 25, 2018 3:35 pm
- Forum: Reika's Mods
- Topic: FactorioIO - Energy Reader (Only one reading)
- Replies: 4
- Views: 3939
- Sat Dec 22, 2018 7:07 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1027
- Views: 297054
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Hey kingarthur, first thanks for updating the mod so it don't crash on load. Can you make the hand-craft wood time back to 0.5sec? I have no idea Py like to put the hand-craft only recipe super slow. Would get if was intended for automation but you can't use that one in machines so... And the amount...
- Fri Dec 21, 2018 9:41 pm
- Forum: Reika's Mods
- Topic: FactorioIO - Energy Reader (Only one reading)
- Replies: 4
- Views: 3939
FactorioIO - Energy Reader (Only one reading)
I was looking for a mod that output that two top bars that you have in the energy windows (Satisfaction, Production). A guy in the reddit send me here. I found that you have 3 signals (power consumption, power production and grid satisfaction) but only 1 signal have output. Actually power consumptio...
- Mon Dec 17, 2018 9:58 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1027
- Views: 297054
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Gonna wait for Kingarthur to fix that, tons of changes, and PyAddon still changing so I guess I'll try to survive 1 or 2 more weeks without factorio
- Mon Dec 17, 2018 8:59 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1027
- Views: 297054
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
that download was to solve the error loading the game in this mod
or to know where to download the previous version of the PyAddons that was released just after the update?
or to know where to download the previous version of the PyAddons that was released just after the update?
- Sat Dec 15, 2018 6:34 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1027
- Views: 297054