Which one of my modules?aklesey1 wrote:How about compatibility with bob ores - i mean exactly bob ores not dytech
Search found 358 matches
- Tue Nov 03, 2015 7:02 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 76617
Re: Suggestions
- Tue Nov 03, 2015 1:34 pm
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 40485
Re: Accumulators are too cheap
Solars seem more and more fine to me. Their size and cost and need for overnight energy storage makes them quite balanced. Maybe I play it suboptimally, but on max biters in vanilla I just don't have that much free space to plaster the world with solar panels. If you'd just tweak them a little, say...
- Tue Nov 03, 2015 10:47 am
- Forum: Won't implement
- Topic: non-static prototypes
- Replies: 3
- Views: 7507
non-static prototypes
One of the limitations I have come across while modding Factorio is that recipes, items, entities and research cannot be changed when the game has launched. With elaborate scripting one could circumvent some of these limitations, but it is hardly a solution. What I suggest is to make prototypes edit...
- Tue Nov 03, 2015 10:26 am
- Forum: General discussion
- Topic: Suggestion (sort of) - excluding researches
- Replies: 10
- Views: 13913
Re: Suggestion (sort of) - excluding researches
That sounds for me like the description of an interesting mod. Unfortunately to my knowledge, recipes and research are both static once you have launched the game. It would be nice to add simple IF statements (for example when you have researched something in the first tier, the other techs in the ...
- Tue Nov 03, 2015 10:06 am
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 40485
Re: Accumulators are too cheap
Solars seem more and more fine to me. Their size and cost and need for overnight energy storage makes them quite balanced. Maybe I play it suboptimally, but on max biters in vanilla I just don't have that much free space to plaster the world with solar panels. If you'd just tweak them a little, say...
- Tue Nov 03, 2015 9:53 am
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 40485
Re: Accumulators are too cheap
Accumulators should be more expensive. I have already explained why your own suggestion doesn't even address your own concerns. Accumulators are "OP" because solar power is strong, efficient, and 100% reliable. Accumulators rely entirely on perfect solar power to achieve the "OP"...
- Tue Nov 03, 2015 9:29 am
- Forum: Ideas and Suggestions
- Topic: Breakable Solar Modules
- Replies: 16
- Views: 18062
Re: Breakable Solar Modules
There is a similar thread running: https://forums.factorio.com/forum/viewtopic.php?f=16&t=15519 Accumulators are too cheap See especially this https://forums.factorio.com/forum/viewtopic.php?f=16&t=15519&start=10#p115668 I think introducing the idea of breakable things is interesting. B...
- Sun Nov 01, 2015 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Breakable Solar Modules
- Replies: 16
- Views: 18062
Re: Breakable Solar Modules
I like it. +1
- Sun Nov 01, 2015 10:49 pm
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31397
Re: is effectivity module op?
Just like the research system I feel the modules are just a placeholder.
- Thu Oct 29, 2015 8:57 pm
- Forum: Modding help
- Topic: Graphic Scaling Question - Solved
- Replies: 3
- Views: 3896
Re: Graphic Scaling Question
take a look at how they scale the biters. That should provide you with all the info you need.
- Thu Oct 29, 2015 4:53 pm
- Forum: Modding help
- Topic: Graphic Scaling Question - Solved
- Replies: 3
- Views: 3896
Re: Graphic Scaling Question
Yes you can scale graphics, but scaling them larger won't be pretty.
- Thu Oct 29, 2015 11:14 am
- Forum: Ideas and Suggestions
- Topic: Fear inducing alien behavior
- Replies: 9
- Views: 16559
Re: Fear inducing alien behavior
i like it!
- Wed Oct 28, 2015 7:09 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
- Replies: 62
- Views: 72225
Re: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
unless you add some sort of 'flying' mob this mod is just plain cheating imo.
- Mon Oct 26, 2015 7:41 am
- Forum: Mods
- Topic: [MOD 0.12.x] Fast Filter Fill
- Replies: 19
- Views: 32131
Re: [MOD 0.12.x] Fast Filter Fill
You're welcomeGameCharmer wrote:That worked perfectly! Thanks so much for your help!
- Sun Oct 25, 2015 9:01 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Fast Filter Fill
- Replies: 19
- Views: 32131
Re: [MOD 0.12.x] Fast Filter Fill
player.opened.type calls for a type. stainless-steel-wagon is not a type but a name. It is however a type cargo-wagon so first 3 rows will work as is specified in the code. You have to include the name in the statement somehow. I am not familiar with factorio methods but maybe try something along th...
- Sat Oct 24, 2015 11:29 am
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 76617
Re: [0.12.x]Cartmen's Mods
First version of the Replicator Module has been released. - v0.0.1 has everything researched for testing purposes; v0.0.2 does not - fairly balanced imo (as usual would like some feedback on that) - in combination with the Industry Module, condensation of iron and copper ore will provide more energy...
- Sat Oct 24, 2015 11:21 am
- Forum: Mods
- Topic: Cartmen's Mods Downloads [updated 11/5]
- Replies: 4
- Views: 13690
Cartmen's Mods Downloads [updated 11/5]
All the latest versions for my mods can be found in this topic. bugs can be posted in this topic Ore Module under development Industry Module Increases iron and copper yield by 60%. v0.0.1 experimental version Replicator Module Condense matter into energy, and use that energy to create items. Most ...
- Wed Oct 21, 2015 11:35 am
- Forum: Modding help
- Topic: different crafting speed per biome
- Replies: 3
- Views: 4346
Re: different crafting speed per biome
would it be possible to restrict placing entities based on the biome?
- Wed Oct 21, 2015 9:52 am
- Forum: Modding help
- Topic: different crafting speed per biome
- Replies: 3
- Views: 4346
different crafting speed per biome
I am working on a digger that collects sand (type=assembling machine) and I would like it to work faster in the dessert than it does on darker soil.
Unfortunately I have no clue how to go about this. Any help would be greatly appreciated.
Unfortunately I have no clue how to go about this. Any help would be greatly appreciated.
- Tue Oct 20, 2015 6:52 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 76617
Re: [0.12.x][v0.0.1]Cartmen's Mod
Here is the first version of the 'Industry' module that includes the small ore crusher and the large flotation cell. - added technology "ore processing"; unlocks the crusher and flotation cell for use. - custom GFX for both machines. - using these machines will increase iron and copper pla...