Search found 222 matches
- Thu Jun 04, 2015 6:46 pm
- Forum: Mods
- Topic: [0.11.x] Easy Belt Layer
- Replies: 13
- Views: 21139
Re: [0.11.x] Easy Belt Layer
Well, this is what you get when you copypaste and don't test mods in isolation
- Thu Jun 04, 2015 6:22 am
- Forum: Mods
- Topic: [0.11.x] Easy Belt Layer
- Replies: 13
- Views: 21139
[0.11.x] Easy Belt Layer
Aligns belts as you place them so they connect and turn appropriately. Once you've placed two "consecutive" belts, autoplace mode kicks in. Placing a belt in a new area, or rotating your placed belts, will cancel. ezbelt2.jpg [/url] (picture is link to YouTube demonstration) Waving around ...
- Mon May 25, 2015 5:37 am
- Forum: Mods
- Topic: [0.11.x] Inserter energy balance
- Replies: 16
- Views: 25474
Re: [0.11.x] Inserter energy balance
Idle drain on non-smart inserters is 400W, as vanilla. Idle drain on smart inserters is 4kW. Speed is unchanged. Cost per movement is linearly related to speed, and increases with (average) arm length squared (I remembered incorrectly in the first post). I may change this in an update; while more ac...
- Sat May 23, 2015 10:33 am
- Forum: Mods
- Topic: [MOD 0.12.x / 0.11.x] Smart long inserters
- Replies: 5
- Views: 13616
Re: [0.11.x] Smart long inserters
Kinda... long inserters perform fewer movements per time period than fast inserters, but they move stuff twice as far. So overall, they result in faster overall movement. Which I don't think is what you meant, but is what Rseding91 did. I probably won't be making them, though it would be very easy t...
- Sat May 23, 2015 12:15 am
- Forum: Mods
- Topic: [0.11.x] Inserter energy balance
- Replies: 16
- Views: 25474
[0.11.x] Inserter energy balance
In vanilla, inserters, long inserters, and fast inserters all have the same cost per action, as well as the same idle drain. Smart inserters cost more per insert, but all inserters have the same "idle" drain. Other than the (rather minimal) increase in cost of materials (or possibly intric...
- Fri May 22, 2015 10:26 pm
- Forum: Mods
- Topic: [MOD 0.12.x / 0.11.x] Smart long inserters
- Replies: 5
- Views: 13616
[MOD 0.12.x / 0.11.x] Smart long inserters
Just what it says on the tin, nothing more. For people who want smart long inserters but not the other stuff from other mods that have them. smartlong.jpg v. 0.1.2: fixed entity icon (in electric grid info, possibly elsewhere?) v. 0.2.0: updated for Factorio 0.12.x v. 0.2.1: updated for Factorio 0.1...
- Thu May 14, 2015 11:34 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
- Replies: 31
- Views: 46986
Re: [0.11.17+] Radar 2.0
Does that mean radars never scan "always-visible" areas with their "normal" scanning? Radar have two distances, the near area (always visible) and the scan range. When a radar's progress meter fills up, it reveals either the next 'closest' (in a spiral sort of way of measuring) ...
- Thu May 14, 2015 7:54 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
- Replies: 31
- Views: 46986
Re: [0.11.17+] Radar 2.0
That... is exactly what the tactical radar are for. Their "far" scan range is only 2 chunks beyond their "near" scan range; mostly negligible (and kind of just there to give it something to do). The power usage in the tactical radar isn't really supposed to reflect their scanning...
- Sat May 09, 2015 9:26 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
- Replies: 31
- Views: 46986
Re: [0.11.17+] Radar 2.0
Well I started work on this a while ago, almost finished it, and then didn't touch it for two months (most of what I did to "finish" it for publishing was just making screenshots), so...XyLe wrote:i actually wanted to write something like that myself, but was too lazy
- Sat May 09, 2015 9:14 pm
- Forum: Mods
- Topic: [0.11.21+] Underground mining drills
- Replies: 21
- Views: 38680
Re: [0.11.21+] Underground mining drills
This mod creates underground versions of any resource that: Has an autoplace setting Is of the default "basic-solid" resource category Is not already infinite It performs these changes in data-updates.lua, so if the infinite resources mod makes its changes in data.lua (or if for whatever r...
- Sat May 09, 2015 8:31 pm
- Forum: Mods
- Topic: [0.11.21+] Underground mining drills
- Replies: 21
- Views: 38680
Re: [0.11.21+] Underground mining drills
Trev_lite wrote:do you think you could eventual add RSO comparability?
RSO / alternate spawning mods will only be an issue when manually regenerating resources; there's not much of a way around this.Schmendrick wrote:plays nicely with mods that add resources, as well as RSO.
- Sat May 09, 2015 8:02 pm
- Forum: Mods
- Topic: [0.11.x] Balanced Better Drills
- Replies: 2
- Views: 11555
Re: [0.11.x] Balanced Better Drills
I know that some other mods have large-area Drills that can extract from a 7x7 area while still only taking up a 3x3 footprint. I also know (or think that I know) that those mods then escalate to 9x9, 11x11, 13x13 and 15x15 and so forth, and I think that's ridiculous, but I can see some legit usage...
- Sat May 09, 2015 7:40 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Ground Sulfur
- Replies: 7
- Views: 8967
Re: [MOD 0.10.x] Ground Sulfur
Updated.
- Sat May 09, 2015 7:16 pm
- Forum: Mods
- Topic: [0.11.x] Balanced Better Drills
- Replies: 2
- Views: 11555
[0.11.x] Balanced Better Drills
Adds a few mining drills, without departing too far from vanilla (the fastest drill is roughly twice as fast). bbdtech.jpg Researching the first tech gets you fast (overclocked) drills, which are faster but also involve more energy and pollution, and steel drills, which are expensive and less fast, ...
- Sat May 09, 2015 6:29 pm
- Forum: Mods
- Topic: [0.11.21+] Underground mining drills
- Replies: 21
- Views: 38680
Re: [0.11.21+] Underground mining drills
Fixed load bug.
- Sat May 09, 2015 4:50 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
- Replies: 31
- Views: 46986
[MOD 0.12.x, 0.11.17+] Radar 2.0
Type: Mod Name: Radar 2.0 Description: Adds 3 radar technologies, which unlock the scouting radar (which explores further) and the tactical radar (which keeps less area more updated). License: GPL (Maintain attribution) Version: 0.2.0 Release: 2015-08-12 Tested-With-Factorio-Version: 0.12.3 Category...
- Sat May 09, 2015 4:00 pm
- Forum: Mods
- Topic: [0.11.21+] Underground mining drills
- Replies: 21
- Views: 38680
[0.11.21+] Underground mining drills
Adds underground versions of surface resources; plays nicely with mods that add resources, as well as RSO. Yes, I know this concept has been done already in different mods, but I like to think of mine as a cleaner and more balanced implementation. underground.jpg Underground resources are accessible...
- Fri May 08, 2015 2:11 am
- Forum: Mods
- Topic: [MOD 0.11.x] Ghosts From the Start
- Replies: 7
- Views: 11921
- Tue Apr 14, 2015 4:40 am
- Forum: Mods
- Topic: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
- Replies: 66
- Views: 64706
Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
Scrap metal separates into iron and copper ore with sulfuric acid in an assembling machine.
- Mon Mar 30, 2015 8:50 am
- Forum: Mods
- Topic: [MOD 0.11.x] Ghosts From the Start
- Replies: 7
- Views: 11921
Re: [MOD 0.11.x] Ghosts From the Start
Just to be clear, when you remove and re-add the mod, you are also reloading Factorio, yes?
When you had all the mods activated and caused the crash, did you get the notice about control.lua line 2, or was it only the "Unexpected error" message?
When you had all the mods activated and caused the crash, did you get the notice about control.lua line 2, or was it only the "Unexpected error" message?