Search found 558 matches

by thereaverofdarkness
Sun Sep 06, 2020 8:12 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 25226

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

I can, however, say that you should not be seeing damaging levels of pollution from a single burner drill - that is far in excess of normal. They might not have caused damage immediately. All I know is that they showed up as soon as I started mining, and they caused damage as soon as I was inside o...
by thereaverofdarkness
Sun Sep 06, 2020 8:07 pm
Forum: Reika's Mods
Topic: TreePlant - A green thumb (inserter?)
Replies: 8
Views: 6041

Re: TreePlant - A green thumb (inserter?)

A little dragon told me you like embedded factories. I thought I'd share what I've been working with for the past few days. Not the most efficient build, but perhaps it all depends on what you want out of it. This build has made me happy.

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by thereaverofdarkness
Sun Sep 06, 2020 4:49 pm
Forum: Reika's Mods
Topic: TreePlant - A green thumb (inserter?)
Replies: 8
Views: 6041

Re: TreePlant - A green thumb (inserter?)

Can you post an explanation of how the Tree Planter works? I built one in my game but it just gradually ate saplings and didn't seem to do anything.
by thereaverofdarkness
Sun Sep 06, 2020 3:12 pm
Forum: Reika's Mods
Topic: Oreverhaul - Much more control over oregen and related progression
Replies: 6
Views: 4844

Re: Oreverhaul - Much more control over oregen and related progression

This mod doesn't seem to work. There are no in-game settings for it, and I'm getting oil and uranium pretty close to my starting area. I don't know where the file has been installed so I'm unable to find this config.lua you mention. How do I edit the mod? P.S.: I think it would be nice if just a few...
by thereaverofdarkness
Sat Sep 05, 2020 7:46 am
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 25226

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

I just realized what might have caused the problem. I am using the mod RealisticPower and I know that things which adjust the power consumption or production of entities adjust their pollution values accordingly. I noticed that the burner mining drill in my game is producing over a hundred times as ...
by thereaverofdarkness
Wed Sep 02, 2020 10:21 am
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 25226

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

The biters seem to ramp up far too aggressively in the early game. Not even twenty minutes in, I'd mined up a few hundred plates and had only just started a coal mining section when I got my first wave, and then my second wave, and then my third...the waves came in as rapidly as if I were inside a b...
by thereaverofdarkness
Thu Nov 07, 2019 11:50 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 4879

Re: Better scaling of enemies + alien tactics

There are some who will say this suggestion is bad because so many players don't want the feature. But I offer a solution: make it optional. One of the many sets of options upon game startup could be choices about exactly how far they will evolve, and maybe which stages they will evolve through.
by thereaverofdarkness
Tue Nov 05, 2019 8:18 pm
Forum: Ideas and Requests For Mods
Topic: Underground Belts/Pipes Dynamic Length
Replies: 2
Views: 1070

Re: Underground Belts/Pipes Dynamic Length

Thanks! It works great! Seems to have some bugs with tracking items when loading into an existing save, but it's entirely consistent. If I pull up fifteen segments and only get 1 pipe, I can put the fifteen segments back down as it was and it only costs 1 pipe. Weird but it works.
by thereaverofdarkness
Sat Nov 02, 2019 11:48 pm
Forum: Ideas and Requests For Mods
Topic: Underground Belts/Pipes Dynamic Length
Replies: 2
Views: 1070

Underground Belts/Pipes Dynamic Length

I feel like I've mentioned this at some point but I couldn't begin to find it. The idea is for an underground belt or pipe to have any length you want, but it spends belts or pipes from your inventory in order to place it. For example, if you try to make an express underground belt with a length of ...
by thereaverofdarkness
Mon Oct 28, 2019 8:00 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 509662

Re: Simple Questions and Short Answers

I thought everything would have to be deterministic in order to work in multiplayer It is as deterministic as possible. Kovarex has spoken multiple times on the issue of determinism in Factorio, as the game was supposed to be entirely deterministic at the outset, even without multiplayer. The addit...
by thereaverofdarkness
Mon Oct 28, 2019 7:52 pm
Forum: Ideas and Requests For Mods
Topic: SR-latch
Replies: 17
Views: 10833

Re: SR-latch

Perhaps there is something I'm not understanding, but is this not a SR-latch?

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https://wiki.factorio.com/Power_switch
by thereaverofdarkness
Thu Oct 24, 2019 5:47 pm
Forum: Ideas and Requests For Mods
Topic: Dynamic Stack Sizes - an alternative to Even Distribution
Replies: 8
Views: 3385

Re: Dynamic Stack Sizes - an alternative to Even Distribution

jockeril wrote:
Thu Oct 24, 2019 6:37 am
A kind of auto-sort without auto-stack
That's a great idea, actually! I did a quick search and found a relevant mod similar to your idea: https://mods.factorio.com/mod/manual-inventory-sort
by thereaverofdarkness
Thu Oct 24, 2019 2:49 am
Forum: Ideas and Requests For Mods
Topic: Dynamic Stack Sizes - an alternative to Even Distribution
Replies: 8
Views: 3385

Re: Dynamic Stack Sizes - an alternative to Even Distribution

I'm not really sure if you can actually do tapped modifiers, I think it has to be held modifiers. I can easily reach 1-5, maybe 6, while holding shift. Is that not normal? I was picturing using one hand to hold down the shift, and the other hand to hit the number. You release the number and put tha...
by thereaverofdarkness
Wed Oct 23, 2019 4:59 pm
Forum: Ideas and Requests For Mods
Topic: Dynamic Stack Sizes - an alternative to Even Distribution
Replies: 8
Views: 3385

Re: Dynamic Stack Sizes - an alternative to Even Distribution

What I've always wanted was something like shift + number + click to drop that amt * 10 in, right click to drop * 5 the number. That gives you 5-50 easily accessible on the fly. Howabout shift + number + lclick to drop 1 * number (1-10), or shift + rclick to drop 10 * number (10-100). I imagine the...
by thereaverofdarkness
Tue Oct 22, 2019 9:21 pm
Forum: Ideas and Requests For Mods
Topic: Dynamic Stack Sizes - an alternative to Even Distribution
Replies: 8
Views: 3385

Dynamic Stack Sizes - an alternative to Even Distribution

I noticed that several players don't appreciate the Even Distribution mod. It's very useful in the early game when you're trying to put coal into all of your furnaces and burner mining drills but you don't have enough coal to put a half stack into each. It's useful even longer when you have larger s...
by thereaverofdarkness
Wed Oct 16, 2019 1:53 am
Forum: Technical Help
Topic: Endless Very Slow Updating
Replies: 0
Views: 619

Endless Very Slow Updating

When I load into the game, it says a new version is out and asks me to update. When I click update, it shows a progress bar which progresses very slowly (it takes around 10-15 minutes to fill) and when it's finally done, it exits the game and queues a restart which gets stuck in the buffer. The rest...
by thereaverofdarkness
Wed Apr 24, 2019 5:43 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 129745

Re: [MOD 0.14] Alien Biomes

That can happen when the peak of a cold spot just tips the threshold of a single tile into the frozen biome, but that should be extremely rare. If you are getting multiple single tiles frequently then something is wrong. If so can you post a map screenshot so I can see where these spots are appeari...
by thereaverofdarkness
Wed Apr 24, 2019 5:38 am
Forum: Balancing
Topic: Supression of the size shift of electric furnaces
Replies: 86
Views: 61631

Re: Supression of the size shift of electric furnaces

The entire reason for switching to electric is that the steel furnaces haven't been graced with module slots. That's not good game design in my book, that's fake difficulty by way of shoehorning gameplay and reducing player options. I say the stone and electric furnaces are well-balanced. But steel ...
by thereaverofdarkness
Wed Apr 10, 2019 9:24 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 509662

Re: Simple Questions and Short Answers

Upgrade planner only replaces entities with higher-tier counterparts. In order to switch your setup out for a larger setup, you would need a blueprint of the larger setup, which you can then apply by first using the deconstruction planner to clear the area, and then plonk the blueprint down. You can...
by thereaverofdarkness
Fri Apr 05, 2019 8:27 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 509662

Re: Simple Questions and Short Answers

4.) I would use a single wall, but space it one block away from all things on the interior such as turrets. 5.) I recommend the mod "Even Distribution". With that mod, if you have a stack of 200 magazines and you place them into a line of 10 turrets, it'll place 20 magazines into each turr...

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