Search found 88 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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 ...
- 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...
- 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 isnβt 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...