Search found 88 matches

by purdueme91
Thu Mar 08, 2018 2:59 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.5.1

Wow, forum has gone dead. Anyway, still more suggestions. Working on removing wood and resin from my bus. Down to solder flux for resin and steel tooling/smokeless powder for wood. Steel tooling has an alternate recipe but smokeless powder doesn't. So was thinking of adding a synthetic wood recipe u...
by purdueme91
Tue Mar 06, 2018 2:10 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.5.1

More digging and playing last night. 1) flamethrower ammo cannot be crafted by anything because of the two liquid inputs. It's set-up as "crafting-with-fluids" which has no assemblers that can do that. I kept the recipe and changed category to "basic-chemistry" so it can be craft...
by purdueme91
Mon Mar 05, 2018 1:40 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.5.1

Has it been discussed why that copper cables and fine copper wire cannot be made in the universal machine tool? When you look in the mod, it has those two listed as made by "basic machine" but you have to turn them to "machine" to use the universal tool. According to the comment ...
by purdueme91
Fri Mar 02, 2018 3:25 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.5.1

anyone else think that the materials you have to put into a portable solar panel for what you get out is a little skewed? 16 solar cells + stuff-->1 solar panel (40kW) 1 solar panel + 16 solar cells + stuff-->1 dense solar panel (160kW) 5 dense solar panels + stuff-->1 portable solar panel (10 kW) J...
by purdueme91
Tue Feb 27, 2018 4:25 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.5.1

4)crude sulfuric versus Oleum-this one for me keeps on throwing me for a loop. You get twice the result as crude for end product but you are bringing 1/2 back in as input so not faster than crude?!? I adjusted the recipe to use only 5 Sulfuric as input to oleum and my sulfuric acid problems disappe...
by purdueme91
Tue Feb 27, 2018 3:27 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.5.1

So I started poking around in the mod files just to see if I could understand and help a bit so here are some things I found that seem backwards (may have been mentioned previously but maybe we can help with some balancing) 1) crude soda vs improved soda versus solvay process. Crude soda uses charco...
by purdueme91
Tue Feb 27, 2018 5:32 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.5.1

I would suggest changing the wood recipe to produce either 1/4 or 1/8 surplus. so 7 in gets you 8 out or 3 in gets you 4 out. This lets you run a belt and funnel off the surplus using 2 or 3 splitters in series. Then you can set it and leave it. Only thing with reducing the crafting speed to 1 is lo...
by purdueme91
Mon Feb 26, 2018 8:11 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.5.1

I've turned my current game into a bit of a bug bash (fixing bugs as I find them while playing) and I'm posting the results to my github. I've taken care of a few already. https://github.com/george-steel/Xander-Mod I've noticed that the electronic circuit recipies seem a bit haphazard and unrealist...
by purdueme91
Thu Feb 22, 2018 4:50 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.5.1

So I'm ~45 hours in and want to post my 2 cents for balancing. Again, this is probably one of the best mods I've played with the challenge level so hats off to the author yet again. I am just at a slow trickle of blue science coming in. Have a solid fuel issue trying to fix. Brass and smokeless powd...
by purdueme91
Fri Feb 09, 2018 7:34 pm
Forum: News
Topic: Friday Facts #229 - Taiwan report & Lamp staggering
Replies: 45
Views: 22779

Re: Friday Facts #229 - Taiwan report & Lamp staggering

I second the comment that belt compression has to be fixed. The miniloader mod fixes it by loading and unloading a chest so maybe add an entity specifically for the feature.
by purdueme91
Tue Feb 06, 2018 4:03 pm
Forum: General discussion
Topic: Biter - Gameplay Update?
Replies: 3
Views: 2568

Re: Biter - Gameplay Update?

You could really ramp up the difficulty if the worms were addressed. What about worms that would undermine your walls or that could attack anything in your base not covered by concrete? I remember a mod with worm riders and maybe the underground attacks. Then you would have to add seismic sensors or...
by purdueme91
Tue Feb 06, 2018 3:57 pm
Forum: General discussion
Topic: Minesweeper - The grenade of the future
Replies: 13
Views: 5062

Re: Minesweeper - The grenade of the future

I got really excited when I started to read this. Then I started thinking... "But how do you trigger the mines to kill the trees?" Exactly the same thought here! As a big proponent of turret creeping via Long Reach (this is a game about factory building not a twitch shooter) I simply MUST...
by purdueme91
Fri Feb 02, 2018 6:47 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.4.1

Thanks for the info. 1) Yeah the ore patches are packed pretty tight. Maybe I will restart with RSO tonight (never used it yet). 2) once you get the stuff placed and routed it's no issue. Honestly, the ores look different in inventory from vanilla so I don't screw them up. 3) makes sense..Angel is ...
by purdueme91
Fri Feb 02, 2018 3:22 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298409

Re: [MOD 0.16] Xander Mod v1.4.1

I have not read through the 21 pages of posts so if this has been covered before I'm sorry but just wanted to give my 2 cents. First off, this is a great mod from what I've done so far. I normally play Angel/Bob and throw in some kind of mod to change it up like SpaceX or something. I fell in love w...
by purdueme91
Tue Jan 30, 2018 5:35 pm
Forum: General discussion
Topic: Mining Outpost, how do you make them?
Replies: 37
Views: 32766

Re: Mining Outpost, how do you make them?

Again, it isn’t super efficient. LTN can trigger a small set of trains to go pick up an exact consist and deliver it where needed. This more rudimentary setup needs a dedicated set of trains reserved for that production chain, and can send all your iron trains (for instance) to the same outpost, re...
by purdueme91
Tue Jan 30, 2018 5:26 pm
Forum: General discussion
Topic: Mining Outpost, how do you make them?
Replies: 37
Views: 32766

Re: Mining Outpost, how do you make them?

make sure you have some solar cells especially in your coal mine if you still need coal for power. a few solar cells just to make sure everything WILL WORK (even if slowly) if you have a power outage. since the mining outpost are connected to the main electricity grid you might as well use any sola...
by purdueme91
Wed Jan 24, 2018 6:04 pm
Forum: General discussion
Topic: Looking for opinion/recommendations
Replies: 6
Views: 2344

Re: Looking for opinion/recommendations

I generally play heavily modded games (Bob, Angel/Bob and SpaceX) for most of the time. Then when a new release comes out I generally switch back to Vanilla so the mods can be updated. I find that the difference between the two types of play is in modded you are always automating something new even ...
by purdueme91
Tue Jan 16, 2018 5:55 pm
Forum: General discussion
Topic: Artillery
Replies: 21
Views: 8910

Re: Artillery

One of the things I found most irritating about biters in the past was trying to expand later in the game and having these huge biter nests to fight through. While nukes solved the problem to an extent, I felt they were just a bit too powerful. Artilery is the right balance, and I absolutely love i...
by purdueme91
Tue Jan 16, 2018 5:51 pm
Forum: General discussion
Topic: how long have you played factorio ?
Replies: 36
Views: 11759

Re: how long have you played factorio ?

I'm at 550 hours in Steam before they had the anti-virus software thing going on in 0.14 that wouldn't let me launch the game and I switched to standalone. Since then I've completed Bob mods a few times, Vanilla 0.15, Angel Bob in 0.14 and 0.15, SpaceX and Seablock. Currently on an 0.16 Megabase whe...
by purdueme91
Fri Jan 12, 2018 9:30 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 378008

Re: Friday Facts #225 - Bots versus belts (part 2)

Perhaps there needs to be some power loss over large distances. What about how Oxygen Not Included handles power/wires? Kinda of ridiculous that I can have a single wooden pole with a single wire carry 200MW without damage. Put a limit on how much power can be handled by a powerline/transformer sys...

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