Search found 678 matches

by Light
Sat Jun 29, 2019 12:55 am
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 26639

Re: Friday Facts #301 - Crash site: First state

If a mod *can* do something a mod *will* do something. Truer words were never spoken. The mods for this game are remarkable and continue to push the boundaries of what's thought to be possible. A lot of the replay value and longevity is definitely owed to the mod developers for their amazing work i...
by Light
Fri Jun 28, 2019 1:58 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 270388

Re: [0.17+] Space Exploration WIP

If you'd like to help the most helpful thing would be to join my discord and sign up for the tester role so you can participate in multiplayer testing. The biggest struggle I have is finding players to jump onto a test game for a few minutes so I can test a specific multiplayer feature or bug (like...
by Light
Fri Jun 21, 2019 8:55 pm
Forum: News
Topic: Friday Facts #300 - Special edition
Replies: 49
Views: 24331

Re: Friday Facts #300 - Special edition

kudos for not taking Drury's post the wrong way, this could be read as very offensive and for a minute I wondered why it wasn't removed yet :P Because this isn't Twitter, nor are they from the USA. Korvarex is looking great and it reminds me of when I flipped my bad habits and feeling younger than ...
by Light
Thu Jun 20, 2019 11:08 pm
Forum: Bob's mods
Topic: How to handle Poisonous Spitters
Replies: 2
Views: 2748

Re: How to handle Poisonous Spitters

While poison spitters may be an issue at the moment, the lack of preparation would imply that pollution management must be made a higher priority to prevent the real juicy threats that lurk around the corner. Not only that, but also to prevent more poison spitters from spawning more frequently as th...
by Light
Wed Jun 19, 2019 9:12 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106448

Re: [MOD 0.16] Realistic Reactors

I just tested it using only Bobs Plates and Bobs Ores (otherwise Thorium cells are deactivated), and for me it works: Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the categories are the same. It appea...
by Light
Tue Jun 18, 2019 11:32 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106448

Re: [MOD 0.16] Realistic Reactors

I just tested it using only Bobs Plates and Bobs Ores (otherwise Thorium cells are deactivated), and for me it works: Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the categories are the same. It appea...
by Light
Tue Jun 18, 2019 1:17 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106448

Re: [MOD 0.16] Realistic Reactors

If I see it correct we'd have to take care of two things: 1. Fuel cell type Our reactors accept all fuel cells wich are: fuel_category = "nuclear". Adding additional fuel categories is possible if we know their names. Can you provides these names? Hover the mouse over all the different re...
by Light
Sun Jun 16, 2019 10:27 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1230434

Re: Bugs & FAQ

Is it intended that there is no Advanced Gas Refinery Mk4 unlocked by tech? I can see it in FNEI & Circuit logic conditions, but it doesn't seem to be in the tech tree anywhere. Seems odd that everything else goes up to Mk4/Purple, but the adv. gas refinery stops at Lv3. Even though it was inte...
by Light
Sun Jun 16, 2019 6:23 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1230434

Re: Bugs & FAQ

Is it intended that there is no Advanced Gas Refinery Mk4 unlocked by tech? I can see it in FNEI & Circuit logic conditions, but it doesn't seem to be in the tech tree anywhere. Seems odd that everything else goes up to Mk4/Purple, but the adv. gas refinery stops at Lv3. Even though it was inte...
by Light
Sun Jun 16, 2019 4:02 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106448

Re: [MOD 0.16] Realistic Reactors

I'm aware my post may be beyond the scope of this mods intent, but given I haven't played in some time I noticed that Bob has added new reactors which undermine this one by quite a fair bit from what I've glanced at. It also prohibits thorium fuel being used in your reactors as well. I was wondering...
by Light
Sat Jun 15, 2019 1:48 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 270388

Re: [0.17+] Space Exploration WIP

The technology cycle error occurs with ScienceCostTweaker. No conflicts occur when it's disabled despite the other mods in the error.

Error
by Light
Sat Jun 15, 2019 1:07 am
Forum: Bob's mods
Topic: Need Blueprints!!
Replies: 3
Views: 2620

Re: Need Blueprints!!

Some information that would be helpful is knowing your supply/demand. Some blueprints can be small (40 magazines per minute), others can be much larger for biter intensive maps (>1,000/m). Knowing that will help in designing a proper blueprint to meet your needs without drastically going over or und...
by Light
Tue Jun 11, 2019 4:49 pm
Forum: Releases
Topic: Version 0.17.48
Replies: 13
Views: 11512

Re: Version 0.17.48

FactorioBot wrote:
Tue Jun 11, 2019 2:14 pm
Scripting
  • Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM.
This is why I applied to work for Intel to use their company servers. Dodged a bullet there.
by Light
Wed May 29, 2019 2:12 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 188850

Re: [0.17.x] Bob's Mods: General Discussion

I'm curious about your thoughts on more tiers of flamethrower turrets. The vanilla ones are really good, but late game I can see them not being very effective against Titans+. How would you scale the damage or even fire rate? I do like the idea of poison- or acid-thrower turrets. I can see using di...
by Light
Fri May 24, 2019 12:04 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 270388

Re: [0.17+] Space Exploration WIP

I'm curious to know if there's any timeframe for release of multiplayer worlds. The idea of everyone starting on their own planet is very enticing for my multiplayer group, with everyone having a different experience from each other for better or worse. It was pretty low down on the priority list, ...
by Light
Sat May 04, 2019 9:27 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 270388

Re: [0.17+] Space Exploration WIP

I'm curious to know if there's any timeframe for release of multiplayer worlds. The idea of everyone starting on their own planet is very enticing for my multiplayer group, with everyone having a different experience from each other for better or worse. It was pretty low down on the priority list, ...
by Light
Thu May 02, 2019 9:20 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 270388

Re: [0.17+] Space Exploration WIP

I'm curious to know if there's any timeframe for release of multiplayer worlds. The idea of everyone starting on their own planet is very enticing for my multiplayer group, with everyone having a different experience from each other for better or worse. We're planning to play together during the sum...
by Light
Fri Apr 26, 2019 8:00 am
Forum: Balancing
Topic: Suggestion: Spitter slow down poison is OP IMO.
Replies: 5
Views: 2701

Re: Suggestion: Spitter slow down poison is OP IMO.

But, as for my suggestion, if there was no player slow down while shooting your weapons, it would be easier to avoid it. Because as of now, shooting is slowing you down, and thus make the poison hit you easily, slowing you even more and get you killed. I don't think this is balanced. You've got per...
by Light
Tue Apr 23, 2019 8:05 am
Forum: General discussion
Topic: When do YOU give up and start fresh?
Replies: 33
Views: 16614

Re: When do YOU give up and start fresh?

I'll play one family map per game version. We then quit playing that version after a single rocket is launched. We've been playing since 0.13, with each one having different mods for a new (and often longer) experience. It was honestly the map we had for 0.14 that was my favourite, which included An...

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