Unloaders are supposed to be removed fully since they was broken in the 0.13 update, and though not so nice looking either.apriori wrote:This is the best mining mod ever! Could you add fences to the excavator please? It's boring to build them counting tiles of distance between them. I've tried to do it myself but my fences are appearing and disappearing while excavator rotates, and I don't know how to solve this problem...
And could you also devide excavators and unloaders? I remember you wanted to do that. As for me, I don't use unloaders at all, so I excluded them from dirs and code.
Thank you again for this great mod!
[MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)
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Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)
I would love if you update to 0.14 please.
Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)
For the time being change these variables in the info.json file to 0.14:steinio wrote:I would love if you update to 0.14 please.
{
"name": "BigDrill",
"version": "0.3.5",
"title": "Bucket Wheel Excavator",
"author": "Jorgen Re",
"homepage": "viewtopic.php?f=93&t=12898",
"dependencies": ["base >= 0.14.0"],
"factorio_version": "0.14",
"description": "Adds a large Bucket Wheel Excavator, and a very fast ORE unloader."
}
Been playing for several hours with my buckets running and things are going fine so far.
Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)
Puh xD Always happy when there are no mod breaking updatesMalryn wrote: Been playing for several hours with my buckets running and things are going fine so far.
Though 0.15 is when il make my return !
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Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
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Re: [MOD 0.14.12+] Bucket Wheel Excavator 0.3.6(1st October)
Hi there!
Are you planning on updating this mod for 0.15?
Thanks!
Are you planning on updating this mod for 0.15?
Thanks!
Re: [MOD 0.14.12+] Bucket Wheel Excavator 0.3.6(1st October)
Updated/taken over by Lazer Sweisuperstylin wrote:Hi there!
Are you planning on updating this mod for 0.15?
Thanks!
https://mods.factorio.com/mods/Laserzwei/BigDrills
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Heya.
The 0.15 update for this mod put it onto my radar for the first time, so I thought I'd check it out.
I really like the concept, look, and execution of the mod, and I decided to run a bit of math on my own to check out the relative costs and efficiencies. Running numbers through the mining rate equations it looks like a Mk1 has the equivalent output of 14 electric mining drills, the Mk2 of 49, and the Mk3 of 161. I used those numbers for my comparisons.
Resource costs are comparable at all three levels, especially given the savings in power poles and transport belts for using an excavator. On the other hand, while I appreciate the research done to match up the game entities with real-world counterparts, power usage shows VERY large differences, especially at the low end.
Mark 1 excavators use 5555kW, as opposed to 1260kW for 14 electric mining drills -- 4.4 times the power.
Mark 2 excavators use 9500kW, as opposed to 4410kW for 49 emds -- 2.15 times the power.
Mark 3 excavators use 16560kW, as opposed to 14490kW for 161 emds -- 1.14 times the power. This seems okay to me.
A bit of a power increase seems reasonable as a "convenience charge" for the simpler logistics of the excavators, but the increases of the first two tiers of excavators are (in my opinion) well past reasonable.
All of that said I do plan to use this mod in my next game, though probably after whipping up a sub-mod to bring down power usages, change the localized names slightly (probably using model numbers based on your researched models rather than the Mk1/2/3 naming -- I've always found that a bit dull and mechanical), and change the recipe and tech for the Mk1 to make it available pre-oil industry.
The 0.15 update for this mod put it onto my radar for the first time, so I thought I'd check it out.
I really like the concept, look, and execution of the mod, and I decided to run a bit of math on my own to check out the relative costs and efficiencies. Running numbers through the mining rate equations it looks like a Mk1 has the equivalent output of 14 electric mining drills, the Mk2 of 49, and the Mk3 of 161. I used those numbers for my comparisons.
Resource costs are comparable at all three levels, especially given the savings in power poles and transport belts for using an excavator. On the other hand, while I appreciate the research done to match up the game entities with real-world counterparts, power usage shows VERY large differences, especially at the low end.
Mark 1 excavators use 5555kW, as opposed to 1260kW for 14 electric mining drills -- 4.4 times the power.
Mark 2 excavators use 9500kW, as opposed to 4410kW for 49 emds -- 2.15 times the power.
Mark 3 excavators use 16560kW, as opposed to 14490kW for 161 emds -- 1.14 times the power. This seems okay to me.
A bit of a power increase seems reasonable as a "convenience charge" for the simpler logistics of the excavators, but the increases of the first two tiers of excavators are (in my opinion) well past reasonable.
All of that said I do plan to use this mod in my next game, though probably after whipping up a sub-mod to bring down power usages, change the localized names slightly (probably using model numbers based on your researched models rather than the Mk1/2/3 naming -- I've always found that a bit dull and mechanical), and change the recipe and tech for the Mk1 to make it available pre-oil industry.
Re: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Power usage was changed by LaserZwei in the 0.15 update to reflect their real world counterparts. But yea it seems kinda excessive for the mk 1.undarl wrote:Heya.
The 0.15 update for this mod put it onto my radar for the first time, so I thought I'd check it out.
I really like the concept, look, and execution of the mod, and I decided to run a bit of math on my own to check out the relative costs and efficiencies. Running numbers through the mining rate equations it looks like a Mk1 has the equivalent output of 14 electric mining drills, the Mk2 of 49, and the Mk3 of 161. I used those numbers for my comparisons.
Resource costs are comparable at all three levels, especially given the savings in power poles and transport belts for using an excavator. On the other hand, while I appreciate the research done to match up the game entities with real-world counterparts, power usage shows VERY large differences, especially at the low end.
Mark 1 excavators use 5555kW, as opposed to 1260kW for 14 electric mining drills -- 4.4 times the power.
Mark 2 excavators use 9500kW, as opposed to 4410kW for 49 emds -- 2.15 times the power.
Mark 3 excavators use 16560kW, as opposed to 14490kW for 161 emds -- 1.14 times the power. This seems okay to me.
A bit of a power increase seems reasonable as a "convenience charge" for the simpler logistics of the excavators, but the increases of the first two tiers of excavators are (in my opinion) well past reasonable.
All of that said I do plan to use this mod in my next game, though probably after whipping up a sub-mod to bring down power usages, change the localized names slightly (probably using model numbers based on your researched models rather than the Mk1/2/3 naming -- I've always found that a bit dull and mechanical), and change the recipe and tech for the Mk1 to make it available pre-oil industry.
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
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Re: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
This should be part of the basic (late) game !
I love this mod !
Good job.
I love this mod !
Good job.
Re: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Thanks. Happy people like it ! I'm a pure backend programmer now as my tiny bit of creativity is gone xDMaexxDesign wrote:This should be part of the basic (late) game !
I love this mod !
Good job.
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
So beautiful!
Eat it, nature.