Search found 108 matches

by xBlizzDevious
Mon May 02, 2016 10:54 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322685

Re: Foreman 0.1.9 - A factory optimisation tool.

Hello! I'm wondering if a feature would able to be added? - Power calculations. Ie. Would you be able to implement a function that would look at power draw of all of the selected items and total it up, giving a total required power input. Obviously including any changes from modules and so on. More ...
by xBlizzDevious
Fri Apr 29, 2016 4:03 pm
Forum: Multiplayer
Topic: Dedi Server - Game.speed command
Replies: 0
Views: 690

Dedi Server - Game.speed command

Hi all, I run a headless server on an old Windows desktop that myself and a couple of friends use. When on single player, I run the game at 1.25x speed and would like to be able to set my server at that but when I try, it seems to desync several times a second. I tried changing it in the save file a...
by xBlizzDevious
Thu Apr 28, 2016 10:27 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 198703

Re: General Discussion

Optimal Energy layouts? I've been using one or two 5dim modules for some time but I decided to add a couple of the others for my current save. One of those was the Energy module and I'm now curious as to the optimal layouts for the higher tier boilers, pumps and steam engines. With vanilla, it's 1 o...
by xBlizzDevious
Sat Jan 02, 2016 3:06 pm
Forum: Mods
Topic: [MOD 0.12.3] Faster Locomotives 1.0.0
Replies: 12
Views: 30325

Re: [MOD 0.12.3] Faster Locomotives 1.0.0

I really want to make trains able to go 300-400km/h but this mod just doesn't work. It doesn't cause a crash but my trains all go the vanilla speed whether this mod is enabled or not.

Any idea what's up?
by xBlizzDevious
Tue Dec 29, 2015 10:44 pm
Forum: Mods
Topic: [MOD 0.12.x] Upgraded Electrical Poles
Replies: 5
Views: 13939

Re: [MOD 0.12.x] Upgraded Electrical Poles

-snip- Just want to give a little feedback for you: you seem to have created a technology for these with a couple of issues. 1. it doesn't depend on having the previous technologies researched. 2. it isn't actually required at all... As in, I can build the upgraded big pylons from the start of the ...
by xBlizzDevious
Tue Dec 29, 2015 7:34 pm
Forum: Multiplayer / Dedicated Server
Topic: Dedicated Server Guide on Windows
Replies: 42
Views: 204823

Re: Dedicated Server Guide on Windows

Is there a way to gracefully exit the server or do you just have to hope it auto-saved just before you exit? And then exit, obviously... I've not tested it yet, but will the server automatically reload the newest autosave when restarting or will it load the version that it started on - ie. completel...
by xBlizzDevious
Fri Feb 13, 2015 11:19 pm
Forum: Modding help
Topic: Make a fuel only work in one type of generator
Replies: 1
Views: 1423

Make a fuel only work in one type of generator

Basically, I'm wondering if this is possible as I want to make a machine generate power with only one type of fuel, and I don't want other machines to be able to use that fuel. Crafting something that made power wouldn't work so it has to be in a generator.

So, is it possible? If so; how?
by xBlizzDevious
Thu Feb 12, 2015 9:52 pm
Forum: Modding help
Topic: Expansion of base machines and devices - new to modding
Replies: 8
Views: 2835

Re: Expansion of base machines and devices - new to modding

I've researched some of the stuff that FreeER has written and it's really quite helpful. However, I'm just in the process of attempting to make the lit electric poles and I've not seen something saying how to make an entity encompass two types - or how to make a new type that combines two others - ...
by xBlizzDevious
Thu Feb 12, 2015 8:54 pm
Forum: Modding help
Topic: Expansion of base machines and devices - new to modding
Replies: 8
Views: 2835

Re: Expansion of base machines and devices - new to modding

I've researched some of the stuff that FreeER has written and it's really quite helpful. However, I'm just in the process of attempting to make the lit electric poles and I've not seen something saying how to make an entity encompass two types - or how to make a new type that combines two others - h...
by xBlizzDevious
Thu Feb 12, 2015 2:04 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 173594

Re: [MOD 0.11.X] MoMods: MoIndustry Offical Release

Mocombat turns depleted uranium into heavy armor piercing rounds. But i can add some uses native to mopower. As for balancing the nuclear reactors Ill setup a test scenerio later and fiddle around with the balance. Ill aim for what you suggested, that sounds like a balanced setup. Sweet. Good luck ...
by xBlizzDevious
Thu Feb 12, 2015 2:22 am
Forum: Modding help
Topic: Expansion of base machines and devices - new to modding
Replies: 8
Views: 2835

Re: Expansion of base machines and devices - new to modding

-snip- I guess I should probably have a good read of all the mod information that I can find. I've read through a bunch of things on the wiki, looked at a the code for a few mods that I like, checked out the base "mod" code as well as the example mod and I've just worked everything out fr...
by xBlizzDevious
Thu Feb 12, 2015 1:36 am
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 173594

Re: [MOD 0.11.X] MoMods: MoIndustry Offical Release

Aaaaaahhh! I've just figured something out about your mod! I never realised that the water coming out of the reactor was actually steam. I thought it was just water at a high temperature. Now I see that you've added in a fluid (steam) and given it a heat capacity of 1MJ - which I think is why your r...
by xBlizzDevious
Thu Feb 12, 2015 12:34 am
Forum: Modding help
Topic: Expansion of base machines and devices - new to modding
Replies: 8
Views: 2835

Re: Expansion of base machines and devices - new to modding

[quote="Fatmice"]I'll leave others more experienced in modding to answer the other questions, but as to order, it's quite simple. order = {a[something]-b[somethingelse]} The a[something]-b[somethingelse] is simply there as a reminder that you placed something before somethingelse. The thi...
by xBlizzDevious
Thu Feb 12, 2015 12:30 am
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 173594

Re: [MOD 0.11.X] MoMods: Rounding it Out

I guess just turn up the fuel usage until fuel actually gets used at a reasonable rate? As for the number of steam engines... I think you'd struggle with getting the water to them with pressure before anything else becomes an issue. The "buffer bar" was a little all over the place with 87...
by xBlizzDevious
Wed Feb 11, 2015 9:12 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 173594

Re: [MOD 0.11.X] MoMods: Rounding it Out

Quick question: How powerful is the Nuclear Reactor? I was testing just what it could do and set up ~450 vanilla Steam Engines and many, many, MANY, modded mines that use up to 1.1MW each. I wasn't producing enough power, but they steam engines were going as hard as they could. So I pretty much dou...
by xBlizzDevious
Wed Feb 11, 2015 5:04 pm
Forum: Modding help
Topic: Expansion of base machines and devices - new to modding
Replies: 8
Views: 2835

Expansion of base machines and devices - new to modding

Hello! I've done a little programming at college and I've done a little at home on my own, but I'm not that good at programming so don't expect me to follow everything you tell me. As for modding, well that's even more confusing as you have to work off of someone else's work - not something I've eve...
by xBlizzDevious
Wed Feb 11, 2015 4:03 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 173594

Re: [MOD 0.11.X] MoMods: Rounding it Out

Quick question: How powerful is the Nuclear Reactor? I was testing just what it could do and set up ~450 vanilla Steam Engines and many, many, MANY, modded mines that use up to 1.1MW each. I wasn't producing enough power, but they steam engines were going as hard as they could. So I pretty much doub...
by xBlizzDevious
Tue Feb 10, 2015 7:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Corrupted rail segment
Replies: 9
Views: 3211

Re: [0.11.15] [kovarex] Corrupted rail segment

gnz wrote:
xBlizzDevious wrote:
kovarex wrote:-snip-
Your mod (active providers don't seem to work, by the way - rest are great, thanks!). I didn't think it was anything to do with your mod, or any other mods I had installed at the time (I think yours was the only trains one) but I wasn't certain.
by xBlizzDevious
Tue Feb 10, 2015 7:46 pm
Forum: Duplicates
Topic: [0.11.15] Cannot join a second player to a multiplayer game
Replies: 2
Views: 3160

Re: [0.11.15] Cannot join a second player to a multiplayer g

Did you use search? https://forums.factorio.com/forum/viewtopic.php?f=7&t=8462 https://forums.factorio.com/forum/viewtopic.php?f=30&t=8547 I didn't use the search function of the forum - I searched through the first few pages manually, however and didn't see anything relating to that there ...
by xBlizzDevious
Mon Feb 09, 2015 11:42 pm
Forum: Duplicates
Topic: [0.11.15] Cannot join a second player to a multiplayer game
Replies: 2
Views: 3160

[0.11.15] Cannot join a second player to a multiplayer game

Hello! I have just updated to the latest experimental version and I can no longer join a player into a new multiplayer map. I was playing around with mods at the time so I assumed that they were the cause, however, after disabling ALL (except base) mods, I still couldn't get a friend to join or join...

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