Search found 38 matches

by jchardin64
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 ...
by jchardin64
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...
by jchardin64
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...
by jchardin64
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...
by jchardin64
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...
by jchardin64
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 (...
by jchardin64
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)

steinio wrote: ↑
Sun Apr 12, 2020 8:19 am
Maybe the wagon was loaded at a bulk rail loader (mod) which in standard configuration only loads chutable materials like ore.

Wagons accept all goods except it has filtered slots.
I thought it was a special ore-only car, but maybe you're right. Thanks anyway.
by jchardin64
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...
by jchardin64
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...
by jchardin64
Mon Jan 06, 2020 8:25 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

posila wrote: ↑
Mon Jan 06, 2020 10:44 am
It does exist.

(Sorry, couldn't help myself :D)
Hahaha...

Anyway, I'll check out the Angel's Industry mod and see if it's what I'm after.
by jchardin64
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...
by jchardin64
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...
by jchardin64
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 ...
by jchardin64
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 ...
by jchardin64
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...
by jchardin64
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 ...
by jchardin64
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...
by jchardin64
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)....

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