Search found 25 matches

by kingoftheinternet
Fri Jan 12, 2018 8:40 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 376326

Re: Friday Facts #225 - Bots versus belts (part 2)

Something that sounds great to me, given all the constraints mentioned here, would be to give logistic bots diminishing (but probably never zero) marginal returns as you have more of them. E.g., maybe all the bots become very slightly slower as the number of bots in a network increases according to ...
by kingoftheinternet
Tue Nov 08, 2016 3:07 am
Forum: Mods
Topic: [MOD 0.12.11+] Stamina
Replies: 22
Views: 33990

Re: [MOD 0.12.11+] Stamina

FYI, this still works in 0.14 if you just change factorio_version in info.json to "0.14".
by kingoftheinternet
Fri Apr 29, 2016 12:20 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395818

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

I didn't really pay attention to the "wood from algae" chain previously, but I'm looking at it now that it's easier to set up than greenhouses and... it looks like it's wood-negative (at least if you have Bob's mods)? 5 synthetic wood, which is the equivalent of 2.5 logs, requires 3 resin...
by kingoftheinternet
Fri Apr 29, 2016 12:11 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 288489

Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates

Yays... First update of the new year! Plates 0.12.11: * Polishing wheel synthetic wood recipe set to 2 seconds. * Electrolysis reballance (water electrolysis and salt water electrolysis recipe) * Fixed power consumption of Electrolyser MK1 to 180kW from 144kW, bringing it to 225kJ per time 1 recipe...
by kingoftheinternet
Wed Apr 27, 2016 2:46 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395818

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

I didn't really pay attention to the "wood from algae" chain previously, but I'm looking at it now that it's easier to set up than greenhouses and... it looks like it's wood-negative (at least if you have Bob's mods)? 5 synthetic wood, which is the equivalent of 2.5 logs, requires 3 resin,...
by kingoftheinternet
Sun Apr 24, 2016 9:32 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 565281

Re: Yuoki Industries - Informations, Suggestions, Questions

hmm, why is Download YI-Mod unclear ? and here this thread-header says - Informations ... not Download also i think no one new read this complete thread from the beginning - i can put this into archive and start a new one, but then you lost the history. so, it's also the Suggestion-thread - any ide...
by kingoftheinternet
Sun Apr 24, 2016 8:19 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 565281

Re: Yuoki Industries - Informations, Suggestions, Questions

I'm guessing this has been done somewhere, but I can't find it: Where can I read a high-level description (like, a few paragraphs) of the different things these mods do? The download post: https://forums.factorio.com/viewtopic.php?f=70&t=12214 only links to various videos, which, well: a wise ma...
by kingoftheinternet
Sun Apr 24, 2016 8:02 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 91430

Re: [MOD 0.12.20+] Homeworld

I loved Anno 2070 and I expect I'd love this too; will definitely try it out next time I want a new game.

Until then, is there any way you could generate a production graph as a preview for us? :)
by kingoftheinternet
Sun Apr 24, 2016 12:35 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 308066

Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

I like this a lot, kind of silly IMO that the default textures are so low-res. Two things: 1. WaiTex doesn't seem to cooperate with ExtraChests, despite the note in 0.8 that seems to say it should. Among other things, ExtraChests adds a consistent tinting scheme to the Bobmods levelled constructs (w...
by kingoftheinternet
Sat Apr 23, 2016 9:11 pm
Forum: Technical Help
Topic: Stuttering/choppy gameplay
Replies: 8
Views: 5121

Re: Stuttering/choppy gameplay

I just spent several minutes fixing this myself, so, sharing the knowledge: I added several new mods and I saw stuttering like this -- a brief freeze every several seconds (notably affecting the OS, not just Factorio). Then I tried updating to the latest full-size WaiTex (high-res textures mod) on a...
by kingoftheinternet
Sat Apr 23, 2016 8:17 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 18003

Re: [MOD 0.12.x] Belt hoppers 1.0.0

Nice! This seems to work fine if I start a new game and research logistics, but the recipes don't show up in an existing game where I had logistics researched, even if I call game.player.force.reset_technologies() and game.player.force.reset_recipes().
by kingoftheinternet
Sat Apr 23, 2016 5:30 pm
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132483

Re: [MOD 0.12.30] ExtraChests v0.1.4 (Addon for Bob's mod)

Great, very good, excellent, etc. It could be cool to detect if the user has RSO Radar installed, then scale up the RadarMk#ScanDistances if so; I went with 40, 50, 60, 70. (Pretty easy for the user to change themselves since they're already in the config.lua, but, if you're looking at that again an...
by kingoftheinternet
Sun Apr 17, 2016 4:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395818

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Tried adding the refining mod, along with the newest RSO (1.5.4). On startup I get: Error in assignID, resource-category with name 'angels-fissure' does not exist. I see that the thermal extractor has `resource_categories = {"angels-fissure"}`, and it looks like RSO does mention "ange...
by kingoftheinternet
Mon Apr 04, 2016 1:48 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132483

Re: [MOD 0.12.22] ExtraChests v0.1.2

Thank you so much for this. Especially the art for the various circuit boards; I was getting really tired of looking at literal solid-color squares on my conveyor belts. :)
by kingoftheinternet
Fri Mar 18, 2016 8:51 pm
Forum: News
Topic: Friday Facts #130 - Steam release side effects
Replies: 30
Views: 43824

Re: Friday Facts #130 - Steam release side effects

As long as we're all talking about image sizes... hosting things like this on S3 instead of your own server is likely to save you far more attention in the long run than any amount of image formatting or optimizing (though converting gifs to HTML5 video is also a good idea).
by kingoftheinternet
Sun Mar 13, 2016 11:26 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395818

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

I love the infinite ore thing, especially with RSO -- having to completely destruct a mining outpost just feels weird, and as the most recent Friday Facts pointed out, it's a large and repetitive attention sink in the late game. I'm kind of ambivalent about the ore processing, though. It feels a bit...
by kingoftheinternet
Sun Mar 13, 2016 9:48 pm
Forum: Mods
Topic: [MOD 0.12.11+] Stamina
Replies: 22
Views: 33990

Re: [MOD 0.12.11+] Stamina

I like this a lot. It makes thematic sense and it provides the right amount of pressure toward "hey, you should automate this" without the rigidity of the "no crafting/manual labor at all" mods. Thanks!
by kingoftheinternet
Fri Mar 11, 2016 7:01 pm
Forum: Mods
Topic: [MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.1
Replies: 14
Views: 23901

Re: [MOD 0.12.x] Factorio, Directed by Michael Bay 0.1.0

Amazing. Best mod I have installed.

Feature request: explosion size should be based on size of thing.

Edit: After rocket launchering my factory for a few minutes, nah, the unpredictable variety is nice. It is perfect.
by kingoftheinternet
Fri Mar 11, 2016 4:30 am
Forum: Mods
Topic: [MOD 0.12.0+] Greenhouses 0.1.0
Replies: 46
Views: 45289

Re: [MOD 0.12.0+] Greenhouses 0.1.0

You might want to look at https://forums.factorio.com/viewtopic.php?f=93&t=17548 . They feel less cheaty and offer more options. They're huge, like you would expect to grow trees and they need water. you can add red or green sci packs to grow more wood. Thanks! This is pretty much what I wanted...
by kingoftheinternet
Thu Mar 10, 2016 2:09 am
Forum: Mods
Topic: [MOD 0.12.0+] Greenhouses 0.1.0
Replies: 46
Views: 45289

Re: [MOD 0.12.0+] Greenhouses 0.1.0

An interesting choice. Solar panels should probably be more space efficient than greenhouses, but greenhouses should probably be able to recoup their energy loss by burning their product. Mebbe your debuff is a little too "de-"? 40 wood every 600s (50 minus the 10 for the next batch) is 2...

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