Search found 40 matches

by KeepOnBuilding
Fri Jun 09, 2017 11:36 pm
Forum: Resolved Problems and Bugs
Topic: macOS problems with 0.15.19
Replies: 3
Views: 2489

Re: macOS problems with 0.15.19

OS X 10.8.5: mac:Downloads kob$ cd /Applications/factorio-0.15.19.app/Contents/MacOS mac:MacOS kob$ ./factorio 2017-06-10 09:24:13.094 factorio[50834:707] -[NSProcessInfo beginActivityWithOptions:reason:]: unrecognized selector sent to instance 0x10274cc30 2017-06-10 09:24:13.095 factorio[50834:707]...
by KeepOnBuilding
Sun Dec 06, 2015 6:34 am
Forum: Mods
Topic: [0.12.X] TimeButtons
Replies: 35
Views: 36394

Re: [0.12.X] TimeButtons

Hinanawi-sama wrote:Wouldn't running that command on world load be better or will it kill all other existing buttons? (Running Clock and Research Queue along with it)
Not a bad idea. I'll look into implementing that with the next release.
by KeepOnBuilding
Sat Nov 28, 2015 8:12 pm
Forum: Mods
Topic: [0.12.X] TimeButtons
Replies: 35
Views: 36394

Re: [0.12.X] TimeButtons

I'm not sure that using my code to learn Lua is a good idea. I'm a total beginner too! Although I am experienced with other languages and I have made some effort to write nice Lua code. What's happening is that the mod creates the buttons in the UI the first time it's run. This is the hook on line 1...
by KeepOnBuilding
Tue Nov 03, 2015 7:49 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.12.x] Marathon 0.5.4

Marathon nerfs the fuel value of wood, coal and other fuels. It should nerf solid fuel as well. This change adjusts the fuel value in a similar ratio to other fuels, so is balanced in the Marathon world. To revert this change would make solid fuel twice as strong, and therefore OP. In the discussion...
by KeepOnBuilding
Sat Oct 31, 2015 7:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.12.x] Marathon 0.5.4

After 46 hours of play time my green circuit capacity is 200/min.
The factory is totally solar, drawing 30 MW.

I'm not a speed runner… I reckon with some experience and a plan you could get to this point in 25-30 hours.

Have fun, and
KeepOnBuilding!
by KeepOnBuilding
Sat Oct 31, 2015 2:31 am
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.12.x] Marathon 0.5.4

I know… I like it that way.

If I wanted a fast game, I wouldn't be playing Marathon :)

But of course I understand that this slow start would be a bit frustrating for most people!

KoB!
by KeepOnBuilding
Fri Oct 30, 2015 5:20 am
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.12.x] Marathon 0.5.4

Hehe, didn't you like my super slow start iron axe recipe?

I have managed to play through to blue science with these recipes, and haven't found anything terribly unbalanced. Everything is slow, as it should be :)

Thanks for the release, and
KeepOnBuilding!
by KeepOnBuilding
Mon Oct 26, 2015 3:47 am
Forum: Mods
Topic: [0.12.X] TimeButtons
Replies: 35
Views: 36394

Re: [0.12.X] TimeButtons

I have updated SpeedButtons to version 0.0.3. It now works with Factorio 0.12.11+: https://github.com/KeepOnDigging/SpeedButtons/releases This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting. Sorry about the delay updating, I haven't been...
by KeepOnBuilding
Sat Sep 19, 2015 5:24 am
Forum: Technical Help
Topic: Factorio 0.12.8 will crash after launch [Mac]
Replies: 4
Views: 8286

Re: Factorio 0.12.8 will crash after launch [Mac]

I can confirm this. factorio 0.12.4 was the last version which launched on my OS X when its icon was double-clicked. I see this error in the syslog immediately after double-clicking: Sep 19 15:12:44 Mac com.apple.launchd.peruser.501[212] ([0x0-0x77077].com.factorio[1921]): Exited with code: 1 There ...
by KeepOnBuilding
Fri Sep 18, 2015 10:00 am
Forum: Implemented Suggestions
Topic: Blueprints storing module configuration
Replies: 7
Views: 8653

Re: Blueprints storing module configuration

+1 to this feature. I want to stamp out exact copies of factories and miners. Including the exact module configuration in the original factory. I don't want automatic module swapping or anything fancy. I just want blueprints to place an exact match for the original factory, just like the name "...
by KeepOnBuilding
Mon Sep 07, 2015 2:15 am
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.11.x - 0.12.x] Marathon

Is ore supposed to be more 'belt-efficient' than finished plates? Yes! A Marathon main bus carries ores, rather than plates. Each copper ore expands into 5 plates. Each iron ore expands into 2.5 plates which isn't quite as bad. But if you try to use a traditional main bus with plates on it, you wil...
by KeepOnBuilding
Sat Sep 05, 2015 7:47 am
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.11.x - 0.12.x] Marathon

Hi Gus, You're right, I don't have enough experience with solid fuel to balance it. So thank you for your valuable insights! May I ask for clarification of a few points before I answer in detail: - "0.5 * Yield^2 * 7500 - 375" isn't right. Perhaps it should be "0.5 * Yield^2 * 7500 - ...
by KeepOnBuilding
Thu Sep 03, 2015 9:54 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.11.x - 0.12.x] Marathon

Yeah, I think Bob's and DyTech already rebalance the game "their way".

If you want a harder experience with them, perhaps ask on their threads. Either the author or a keen user might help you out.

KoB.
by KeepOnBuilding
Thu Sep 03, 2015 8:19 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.11.x - 0.12.x] Marathon

Because Marathon just tweaks base recipes, it ends up being compatible with everything, as long as they don't change base recipes also. But that means you only get the Marathon experience with base recipes. Any ores/recipes added by DyTech/Bob's or any other mod will remain unchanged. And because M...
by KeepOnBuilding
Thu Sep 03, 2015 6:19 am
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.11.x - 0.12.x] Marathon

I had never used a block of solid fuel either, until I made the rocket parts in my recent 0.12.4 vanilla world. I have never made a factory which uses logistic bots for anything other than replenishing my inventory either. Everybody has their own play style. I think on the sulfur/oil balance, we'll ...
by KeepOnBuilding
Thu Sep 03, 2015 1:01 am
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.11.x - 0.12.x] Marathon

I have not done much play testing with these recipes yet, so I don't think this is ready for release. I probably won't have time to play much until October. Certainly I won't have 100 spare hours this month! Sulfur cycle I am just about to start on blue science, so I have not really tested the new o...
by KeepOnBuilding
Wed Sep 02, 2015 12:38 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118865

Re: [MOD 0.11.x - 0.12.x] Marathon

I have forked Afforess' version of Marathon and made a few tweaks: - balanced all the other recipes which use iron and copper plates (including power poles) - balanced sulfur, sulfuric acid and plastic production. On my last play-through I needed only 2 sulfur, 2 sulfuric and 4 plastic plants… not t...
by KeepOnBuilding
Mon Aug 31, 2015 9:03 pm
Forum: Mods
Topic: [0.12.X] TimeButtons
Replies: 35
Views: 36394

Re: [0.12.X] TimeButtons

I have updated Hobbitron's SpeedButtons to work with 0.12.5:

https://github.com/KeepOnDigging/SpeedButtons/releases

This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting.

Enjoy, and
KeepOnBuilding.
by KeepOnBuilding
Fri Aug 28, 2015 5:23 am
Forum: Resource Spawner Overhaul
Topic: Bug reports
Replies: 125
Views: 51494

Re: Bug reports

I would call this a bug for sure. I think the best option is to cap the amount of resources in each block at some sensible value. And lose the resources. So where config file has: min_amount=350, add max_amount=70000, Or something similar. Great mod, thank you! I'm really enjoying being forced to us...
by KeepOnBuilding
Thu Aug 27, 2015 5:18 am
Forum: Gameplay Help
Topic: Coordinate system?
Replies: 4
Views: 21114

Re: Coordinate system?

Sorry to necro this thread, but this question is closely related and the solution may be a coordinate-display mod. I have a few mods installed which create buttons in the top left corner of the Factorio window. These buttons hide the coordinates on the debug info. Is there a way I can move the mod b...

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