Search found 38 matches
- Tue Aug 11, 2020 3:16 am
- Forum: Balancing
- Topic: Productivity module balance
- Replies: 27
- Views: 9477
Re: Productivity module balance
That's an interesting idea. Using P. Mods would then require some system for filtering out and recycling the extra inputs, right? (I'm assuming they are "produced" by the machine along with the product) Maybe. I'd be more inclined to simply add the items to the assembler/whatever's input ...
- Tue Aug 11, 2020 1:04 am
- Forum: Balancing
- Topic: Productivity module balance
- Replies: 27
- Views: 9477
Re: Productivity module balance
It seems logical that adding a 21st speed module is not better than having a fourth productivity module. I guess this is where we disagree. What seems logical to me is that if I want more speed, I should use a speed module. I use a productivity module if I want to make more stuff with fewer compone...
- Mon Aug 10, 2020 11:51 pm
- Forum: Balancing
- Topic: Productivity module balance
- Replies: 27
- Views: 9477
Re: Productivity module balance
Yeah, but you can't really easily alter that without fundamentally altering the mechanics. As long as the speed penalties and bonuses are additive and productivity modules give you extra outputs, it's going to work out that way. Actually if the speed penalty from P. Modules was bumped back up to 20...
- Mon Aug 10, 2020 10:27 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 51145
Re: [0.18] Please post bugs and balance issues here.
Balance issue: I noticed I'm having trouble getting enough sulfur -- I have the following bob's mods: Bob's Revamp and Bob's Metals, Chemicals, and Intermediates are the ones directly relevant to sulfur. I can only get sulfur or sulfur dioxide as a byproduct of oil refining. So I guess you could say...
- Mon Aug 10, 2020 9:37 pm
- Forum: Balancing
- Topic: Productivity module balance
- Replies: 27
- Views: 9477
Re: Productivity module balance
*mentions example with 20 beacons with speed module 3s* *complains that only productivity modules are ever used* Haha, funny, but that's not really what I'm saying. What I'm saying is that it doesn't make sense that removing a (speed-reducing) productivity module and replacing it with a (speed-incr...
- Mon Aug 10, 2020 8:00 pm
- Forum: Balancing
- Topic: Productivity module balance
- Replies: 27
- Views: 9477
Productivity module balance
TL;DR I think productivity modules = overpowered and should be rebalanced with a heavier speed penalty. What ? This is from something Fel said on the Steam forums. We're talking about using 4 Productivity 3 modules in a rocket silo vs. replacing one with a Speed 3. The module effects are additive (...
- Sun Apr 12, 2020 5:14 pm
- Forum: Modding discussion
- Topic: What is this mod? (Ore-only train car)
- Replies: 2
- Views: 1131
Re: What is this mod? (Ore-only train car)
I thought it was a special ore-only car, but maybe you're right. Thanks anyway.
- Sun Apr 12, 2020 5:25 am
- Forum: Modding discussion
- Topic: What is this mod? (Ore-only train car)
- Replies: 2
- Views: 1131
What is this mod? (Ore-only train car)
About 6 months ago I think I saw a YouTube video showing off a mod, but for the life of me I can't find it again (the mod or the video) Basically the mod had a new type of train car, which had twice the capacity but it could ONLY carry ores, nothing processed. Does anyone know what the mod is? Or di...
- Mon Jan 06, 2020 8:57 pm
- Forum: Ideas and Requests For Mods
- Topic: Picking up a machine disassembles it
- Replies: 7
- Views: 1659
Re: Picking up a machine disassembles it
--When you go to pick up certain things (assemblers, drills, chem plants, etc.) instead of getting back the machine you get back the components of it. If there isn't enough space in inventory, the overflow will spill on the ground and you can pick it up later. https://mods.factorio.com/mod/Deconstr...
- Mon Jan 06, 2020 8:25 pm
- Forum: Ideas and Requests For Mods
- Topic: Picking up a machine disassembles it
- Replies: 7
- Views: 1659
- Sun Jan 05, 2020 10:05 pm
- Forum: Ideas and Requests For Mods
- Topic: Picking up a machine disassembles it
- Replies: 7
- Views: 1659
Picking up a machine disassembles it
Not sure if this already exists, I've searched for a bit and not come up with anything, but I'm not sure what search terms to use. Basically my idea works like this: --When you go to pick up certain things (assemblers, drills, chem plants, etc.) instead of getting back the machine you get back the c...
- Tue Oct 15, 2019 4:16 pm
- Forum: Modding help
- Topic: Recipe components showing in random order
- Replies: 3
- Views: 838
Re: Recipe components showing in random order
Version: 0.16.31 Date: 19. 03. 2018 Changes: - Ingredients in recipes are automatically sorted. (https://forums.factorio.com/58757) It is sorted the same way as items, with the exception that intermediates group is first. Ah, I see. The mod I'm working on is supposed to be used with bob's. I'd like...
- Tue Oct 15, 2019 3:10 am
- Forum: Modding help
- Topic: Recipe components showing in random order
- Replies: 3
- Views: 838
Recipe components showing in random order
I'm working on a mod, and I noticed the components listen in-game are often not in the same order as I typed them in the lua files. So if a recipe takes 25 iron plates, 10 gears, and 50 bricks, when I look in the game it shows 10 gears, 50 bricks, and 25 iron plates. Just wondering if there's a way ...
- Sat Jun 30, 2018 8:28 pm
- Forum: Modding help
- Topic: How to make one mod override another
- Replies: 5
- Views: 1725
How to make one mod override another
I'm using the AAI industry mod, and I'm trying to make a mod of my own that will alter one of the recipes. So what I want is this: Base mod > AAI Industry > my mod But instead what I keep getting is: Base mod > my mod > AAI Industry Which leaves the recipe unchanged. I've set AAI Industry as one of ...
- Wed May 23, 2018 7:02 am
- Forum: Not a bug
- Topic: Chests blueprinted on rocks end up with coal in them.
- Replies: 2
- Views: 946
Re: Chests blueprinted on rocks end up with coal in them.
Really? I'm trying to understand why this would be a desired feature. By the way the coal also ends up on belts if they're part of the blueprint, which usually ends up blocking the input on the last machine or two. (I don't usually use belts by the time I have robots, but I just tested it out of cur...
- Tue May 22, 2018 10:53 pm
- Forum: Not a bug
- Topic: Chests blueprinted on rocks end up with coal in them.
- Replies: 2
- Views: 946
Chests blueprinted on rocks end up with coal in them.
Not sure if this really counts as a "bug", but it's causing unexpected issues in my current factory. Using a personal roboport, I use shift-click to place a blueprint and have my construction bots automatically clear all the trees and rocks. This is fine for most rocks, but some have coal ...
- Mon Apr 30, 2018 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Underground Network - Or Insinuated System
- Replies: 6
- Views: 2584
Re: Underground Network - Or Insinuated System
It doesn't seem like it's that different from bots. You have the red/blue pipes doing the same job as provider/requester chests, and they work within the range of the big pipe... like a roboport. I don't think we need a new "move things from one place to another" system, the bots/trains/be...
- Mon Apr 30, 2018 8:15 pm
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 9234
Re: Split locomotives into three: Steam, diesel and electric
Here's my thoughts on trains: --Steam locomotive is available when you first research rail. It's really cheap (1 boiler + 1 steam engine + a few gears and steel). It has about 60% of the acceleration and top speed of the diesel loco. It's fuelled with wood, coal, etc. AND water (so you need a pump)....