Search found 222 matches

by Schmendrick
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 :D
by Schmendrick
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 ...
by Schmendrick
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...
by Schmendrick
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...
by Schmendrick
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...
by Schmendrick
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...
by Schmendrick
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) ...
by Schmendrick
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...
by Schmendrick
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

XyLe wrote:i actually wanted to write something like that myself, but was too lazy
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...
by Schmendrick
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...
by Schmendrick
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?
Schmendrick wrote:plays nicely with mods that add resources, as well as RSO.
RSO / alternate spawning mods will only be an issue when manually regenerating resources; there's not much of a way around this.
by Schmendrick
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...
by Schmendrick
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.
by Schmendrick
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, ...
by Schmendrick
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.
by Schmendrick
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...
by Schmendrick
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...
by Schmendrick
Fri May 08, 2015 2:11 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

Fixed.
by Schmendrick
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.
by Schmendrick
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?

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