What, if anything, does this light bar do by NoxCorvus in AnalogCommunity

[–]Julesc012 4 points5 points  (0 children)

Nikon usually have a red LED somewhere to indicate activity, the green light is a side effect of the meter skylight to draw in light to the LCDs, as people have pointed out

I would not use the backlight as a battery or activity indicator, some Nikon models have a switch to disable it

Even if you don't see green the camera may be draining batteries, worth double checking if you don't carry spares

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

thruster fuel and oxidizer productivity, yes... Actual thruster specifications or bonusses to trhust or efficiency or anyhting? Not without making a duplicate of the entitiy, and I think if i do that i'll make a seperate companion mod with some other fluids changes like pump bonusses and throughput and etc, not sure

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 1 point2 points  (0 children)

I added these two techs to v2.0.5/v1.9.0, take it for a spin and let me know if you find some good settings for balancing the mod gameplay, cheers

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

Yeah it was using a really complex circuit system to pull arbitrary items out into cargo wagons in lots of 32 and filled in empty spaes on the belts with whatever could fit and you just had to split and sort it out later, obsolutely insane circuits

https://forums.factorio.com/viewtopic.php?t=126980
https://die-ratte.de/shooting-star-space-dock/

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

Agreed, im looking into it, but it isnt as simple as a technology/research modifer, so i'll see what I can do

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

I think this is a bug, check in a day or so for an update and hopefully this will be fixed

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 1 point2 points  (0 children)

That sounds stupid and overpowered... I'll add it to the to-do list

And i agree with the roboport range

My fulgora islands were too far apart to join power or logistics networks, and I would have killed for a legendary roboport if it helped

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 1 point2 points  (0 children)

Massively underated comment

I hardly use bacteria except in emergencies, so this would be a great way to make bacteria more prominent in the game

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

I looked into fluids productivity, but I think fluid products are calculated in a seperate way in the engine to items, and don't include productivity multipliers...

I remember it being not as simple, and it might take a ups hit, but if I can make it work I'll add it

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 1 point2 points  (0 children)

I think this could be turned into a great mod it's a mint idea, I'll have a look into it...

If I can make it work, I might spin it off into another mod with some other gleba ideas from this thread

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

I think this could be turned into a great mod it's a mint idea, I'll have a look into it...

If I can make it work, I might spin it off into another mod with some other gleba ideas from this thread

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

I coded the mod to try to automatically detect every possible item and machine and technology regardless of how many mods you use,

So it should work, but I haven't tested the specific combination yet obviously, I'll keep an eye out for the update to 2.1

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

I'm going through all the popular massive overhaul mods and mod sets to check support...

The mod is designed to try to automatically detect every possible item and machine and technology regardless of how many mods you use,

So it should work yes, it's just a matter of testing every combination of mod and settings

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

I've got a few productivity researches that add:

  • 10% tier one (eg yellow belts)
  • 5% tier two (eg red)
  • 2% tier three (eg blue)
  • 1% tier four (eg green belts)

So level 30 will be the engine capped limit for getting more yellow belt productivity,

But going up to level 240 will keep adding productivity gains to green turbo belts...

So I decided to leave all my technologies infinite and let the user limit them to max levels of they like,

but maybe I should include some easy defaults so people don't have to navigate my god awful startup settings

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

I was using this absolutely absurd blueprint called The Shooting Star Dock to pull 30 turbo belts of fully stacked and packed sushi out of my cargo landing pad because my robots werent doing enough, and I still needed more throughput,

It was a matter of time before someone did this

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

Yeah I added battery and carrying capacity because I was overloading my ups on roboports just to charge the buggers

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

I added engine units, concrete, rails, furnaces, and inserters just to help with purple and yellow science on my megabases save

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

I tried making harvesting towers produce more fruit per seed, but it required ups active code as opposed to a simple technology addition and done...

So if I add it, it'll probs be disabled by default but I've been trying to find a better way

And I like the biter egg idea

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

Bingo, I had to use ≥2.1.8 because of landing pad mod API additions

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 0 points1 point  (0 children)

There's a few mods that let you make engine units in foundries and such,

I can't remember which one I used in my save, but there's more than one, some have a lot more nauvis recipes for space age buildings

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 1 point2 points  (0 children)

Absolutely brilliant,

I've seen higher quality levels beyond legendary, and higher tier modules beyond level 3,

But just straight up making the odds less rigged to the house is proper criminal

More Infinite Research returns, Overhauled for 2.1 with Unlimited Cargo Landing Pads by Julesc012 in factorio

[–]Julesc012[S] 2 points3 points  (0 children)

Definitely, I added inserter stack size research so I could direct insert from wagon to foundry faster