Search found 2124 matches

by Qon
Sat Apr 09, 2016 6:22 am
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 15739

Re: [MOD 0.12.X] Ore processing & complex material processing

Coal now takes 2MJ to produce, 0.4 MJ with EM's. Since biolers are 50% efficient you only get half of that coal fuel value as output. So you can actually produce more energy than you use now, but it's less space efficient than vanilla solar panels + accumulators and (compared to panels and accus) re...
by Qon
Sat Apr 09, 2016 3:31 am
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 123
Views: 93181

Re: [MOD 0.12.29+] Water Well

Bug: It can't be powered by accumulators and prevents them from charging and other not so fun stuff. Basically it doesn't play nice at all with accumulators.
by Qon
Fri Apr 08, 2016 7:08 pm
Forum: Mods
Topic: [MOD 0.12.x] NESTT: Build your base inside a train
Replies: 75
Views: 100299

Re: [MOD 0.12.x] NESTT: Build your base inside a train

[*]Resource intake does not scale properly beyond blue chips - you are limited to at most the throughput of 3 fast inserters per ore type, not even enough for a single red belt The highest throughput you can achieve is much higher than what you are suggesting, with just vanilla tech, because spoile...
by Qon
Fri Apr 08, 2016 6:40 pm
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 15739

Re: [MOD 0.12.X] Ore processing & complex material processing

''You get 2 sulfur from the sulfur recipe.'' Missed that. 0.7.4. version now uses 0.1 petroleum gas per operation. ''Now you just have to fix Matter Compilator so that it also works with Coal from coal coke chunks'' 0.7.4. should fix that. I haven't yet tested that myself though. ''1 Iron ore energ...
by Qon
Fri Apr 08, 2016 1:16 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163667

Re: [MOD 0.12.x]Factorio Extended 0.1.3

I like it, but the power part clashes with Xyle's power mod which I already have production setup for and prefer. Xyle's accus also go up to mark 4 and solar to mark 5. And Xyles recipes seems more fair, 5 of the previous mark for 4 times the capacity/output. Also your mark 2 and 3 panels and accus...
by Qon
Fri Apr 08, 2016 12:02 am
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 65282

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

I like your mod Xyle! Works in 0.12.29 for me with the update at page 2. You should update your OP and title so more people can find and enjoy the mod and not be turned off by the apparen't 0.11-only tag. Maybe you could work with https://forums.factorio.com/viewtopic.php?f=93&t=19836 in some wa...
by Qon
Fri Apr 08, 2016 12:02 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163667

Re: [MOD 0.12.x]Factorio Extended 0.1.3

I like it, but the power part clashes with Xyle's power mod which I already have production setup for and prefer. Xyle's accus also go up to mark 4 and solar to mark 5. And Xyles recipes seems more fair, 5 of the previous mark for 4 times the capacity/output. Also your mark 2 and 3 panels and accus ...
by Qon
Wed Apr 06, 2016 2:15 am
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 15739

Re: [MOD 0.12.X] Ore processing & complex material processing

Thanks for fixing Pulverizer so that it can take coal.
Now you just have to fix Matter Compilator so that it also works with Coal from coal coke chunks ;)

Yes, it's also bugged :?
by Qon
Wed Apr 06, 2016 12:59 am
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 15739

Re: [MOD 0.12.X] Ore processing & complex material processing

''Is there a simple way to reload the recipes from the mod files? '' I haven't yet implemented this. It's in my queue though. How do you do it? Is the recipe cache cleared automatically by increasing version number or something? When i have more time, i will rerun your math with 0.7.3 version. Alre...
by Qon
Tue Apr 05, 2016 7:52 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 61525

Re: [MOD 0.12.x] K&L Inserters

Well my machine isn't the newest, but it isn't old or bad either. i5 3570k CPU. If a bunch of inserters that haven't even been researched/crafted/placed bring it down then it's not my computer that is the weak link. But I should have checked the debug view to make sure K&L Inserters was the caus...
by Qon
Tue Apr 05, 2016 11:45 am
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 15739

Re: [MOD 0.12.X] Ore processing & complex material processing

''When you have something that off by a factor of 1000 it won't be solved by a 10% buff a few times.'' Theoretically, it can. 1.1 powered by 10 is not 2, but 2.59. I think I know some basic maths. I proved that I know some multiplication at least in my earlier post, didn't I? So 2.59 is almost 1000...
by Qon
Tue Apr 05, 2016 4:54 am
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 61525

Re: [MOD 0.12.x] K&L Inserters

I tried to use it but it increased factorio start up time and save file loading by a huge amount and crushed my fps/ups when I was finally done loading and without even getting a chance at using it. fps/ups problems might be partly due to the inefficiennt treefarm mod also though. Deleted the mod as...
by Qon
Tue Apr 05, 2016 2:48 am
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 15739

Re: [MOD 0.12.X] Ore processing & complex material processing

I don't think you understand. When you have something that off by a factor of 1000 it won't be solved by a 10% buff a few times. I'm sorry but If you don't do the math you will never balance the mod correctly. I've read the changelog of the old thread and it seems you give a small buff here and ther...
by Qon
Mon Apr 04, 2016 3:50 pm
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 15739

Re: [MOD 0.12.X] Ore processing & complex material processing

think this mod is not about efficiency but getting "more" out off the ressources given. To balance this, its almost needed to make it expensive (energy-/spaceneeded-like) .. and yeah, the sulfur seems to kill the calculation here - otherwise it would be really nice. but it seems kinda che...
by Qon
Mon Apr 04, 2016 3:14 am
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 15739

Re: [MOD 0.12.X] Ore processing & complex material processing

I'm going to compare Ore Processing mod to regular mining for comparison. Lots of calculations in this post. Sometimes I also use efficiency modules. Productivity and speed modules were ignored for now but it might be a great idea. And btw, I made some calculation errors and was going to post that O...
by Qon
Sun Apr 03, 2016 7:03 pm
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 15739

Re: [MOD 0.12.X] Ore processing & complex material processing

'' The pulverizer doesn't take coal from inserters or control click with it in my hand. I have to insert it manually :<'' I don't know what causes this thing. I'm not at home and will try to fix that bug later at evening, though at first glance when looking at the recipe i didn't find anything irre...
by Qon
Sun Apr 03, 2016 1:03 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Honk!
Replies: 32
Views: 26302

Re: [MOD 0.12.x] Honk! v0.2.1

Victory horn. I don't think the train should honk until after it's run you over, as that would impede its primary function (which is running you over). LOL :D Sure that would be funny. It must be something that really sounds both like "victory" and "haha, got you!" for maximum e...
by Qon
Sat Apr 02, 2016 10:44 pm
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 15739

Re: [MOD 0.12.X] Ore processing & complex material processing

Haven't researched all of it yet but I love the idea. I can comment on balancing when I know more about it. Much more interesting than productivity modules and infinite resource patches. I usually play with high or infinite resources because spending all your time rebuilding mining outposts is reall...
by Qon
Thu Mar 31, 2016 11:18 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Honk!
Replies: 32
Views: 26302

Re: [MOD 0.12.x] Honk! v0.2.1

BlakeMW wrote:And trains definitely need a "victory horn" for when they run you over.
Or run over a biter :>
GotLag wrote:I like that idea, I'll see if I can find an appropriate sound :lol:
Which idea? Mine or BlakeMW's?
by Qon
Tue Mar 29, 2016 11:48 pm
Forum: Mods
Topic: [MOD 0.12.26] Longer Trains 0.0.1 [12.26+]
Replies: 9
Views: 6171

Re: Longer Trains 0.0.1 [12.26+]

This mod changes the locomotive to have 10 times the mass and 6 times the power of the vanilla one, therefore adding more cargo wagons to it doesn't slow it down that much. But it doesn't improve the brakes, so the train will accelerate up to 140 km/s while at the starting station and then use the ...

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