Search found 65 matches

by Dark_star
Mon Sep 30, 2019 9:33 pm
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 21
Views: 3986

Re: Option for disabling artillery auto target

Great idea much needed
by Dark_star
Sun Sep 22, 2019 12:58 am
Forum: Campaign / Scenario suggestions
Topic: The case for more Scenario Development
Replies: 1
Views: 106

The case for more Scenario Development

Opinion: Traditionally Factorio is 80% for builders, 20% split between fighters and explorers. I am not into factorio mega base building (gasp) but do enjoy solving factory problems, also like exploring and over coming pesky bitters. I had stop playing, no interesting scenarios. But watched Xtermina...
by Dark_star
Wed Sep 04, 2019 9:43 pm
Forum: Technical Help
Topic: Request for scripting, how to turn off indestructible
Replies: 3
Views: 127

Request for scripting, how to turn off indestructible

Request for scripting, how to turn off indestructible
Is it possible to put a script into control.lau to change map items from indestructible to normal destructible?
thanks

P.S. opening editor for each and on turning it off is a drag
by Dark_star
Tue Sep 03, 2019 10:50 pm
Forum: Maps and Scenarios
Topic: Factorio refreshed
Replies: 1
Views: 384

Factorio refreshed

Traditionally factorio has been about 80% builder, 10% explorer and 10% warrior The use of a great scenario like " Nauvis Post Collapse" demonstrates how factorio can be refreshed into a different game This scenario is about 40% warrior, 35% explorer and 25 % builder. The factory is there to support...
by Dark_star
Thu Aug 22, 2019 4:47 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse (16GB ram minimum required)
Replies: 66
Views: 17958

Re: Nauvis Post Collapse (16GB ram minimum required)

much thanks for response. question all of the "tanker ships" (currently 4) I have seen are empty , no oil is this correct.
by Dark_star
Tue Aug 20, 2019 9:13 pm
Forum: Maps and Scenarios
Topic: Factorio Abandoned Colony/Cities (WIP and really large map)
Replies: 65
Views: 18136

True confessions, death by drowning

I have been killed by massed biters, flaming biters, biter acid, and of course by Train. Now a new one, drowning. There I was on Nauvis, mining the large bridge approaches for reinforced concrete when the section I was standing on was taken by my personal bot -- splash! There was only water beneath....
by Dark_star
Tue Aug 20, 2019 1:09 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse (16GB ram minimum required)
Replies: 66
Views: 17958

Re: Nauvis Post Collapse (16GB ram minimum required)

lilstrip wrote:
Mon Aug 19, 2019 7:14 am
some biter bases are set as invincible for challenge purposes but if you dont like that open up the editor and feel free to remove that trait :3
I think invincible setting in any game defeats the idea of a game, why play?
How would you edit invincible setting?
thanks much for the great scenario.
by Dark_star
Sat Jun 15, 2019 8:48 pm
Forum: Not a bug
Topic: Locomotive color yellow not right ?
Replies: 1
Views: 123

Locomotive color yellow not right ?

When change the color (255,255,)) I get (attachment 1) Factorio engine color

But the RGB color Yellow(255,255,0) should be this, (attachment 2) rapidtables yellow
by Dark_star
Thu Oct 11, 2018 12:31 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 21289

Re: Friday Facts #258 - New autoplace

Been away from Fartorio, tried Deathworld, it would have been nice to know there was no oil, not just in started area but on map. I have 6 radars going and still
no oil. The player does need to know which direction to expand in for oil, else a bust.
by Dark_star
Sun Mar 26, 2017 2:49 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 18254

Re: Friday Facts #170 - Blueprint library GUI design and redesign

I love the improvements to factorio, but how about FUSION instead of nuclear
by Dark_star
Mon Aug 22, 2016 3:23 pm
Forum: Ideas and Suggestions
Topic: Third option for bitters/peaceful mode
Replies: 4
Views: 498

Third option for bitters/peaceful mode

A third option instead of just Bitters and peaceful mode. (not a mod a game change) An Ancient Alien Civilization (AAC) seeded many planets with AIs. It is possible that they were to protect, claim, clean them, but the reason is unknown. These AIs come in 3 types small scouts, medium soldiers and la...
by Dark_star
Tue Aug 09, 2016 7:49 pm
Forum: Ideas and Suggestions
Topic: Day-Night cycle extender selction in game options
Replies: 2
Views: 408

Day-Night cycle extender selction in game options

Game option to select a longer day and night cycle. (like those under graphic ) This would not change ratio between day and night just make both longer Why- in beginning game the cycle is very fast (more of a annoyance), but once power suit with night vision is reach becomes less of a problem. (mayb...
by Dark_star
Sat Aug 06, 2016 1:33 pm
Forum: Ideas and Suggestions
Topic: Off World Trade (Alien artifacts)
Replies: 2
Views: 481

Off World Trade (Alien artifacts)

This is vote for using rocket/shuttle payload to sent harvested Alien artifacts off world and get back "stuff" .
by Dark_star
Sat Aug 06, 2016 1:16 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 20828

Re: Friday Facts #150 - New Terrain Experiments

can doodads be rotated (0,90,180,270) when placed for terrain variety ?
by Dark_star
Tue Aug 02, 2016 7:54 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 123724

Re: [MOD 0.13.9] Robot Army. 0.2.0

Well we don't want then going too far away, and if they do they need to come bacK, but we also want them to cover a larger area - thats where the patrol post comes in usefulness. I been watching them more and they can get far from home when activated, which fine by me, so the patrol area is about r...
by Dark_star
Tue Aug 02, 2016 3:43 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 123724

Re: [MOD 0.13.9] Robot Army. 0.2.0

great mod, but after the last update 13.13, started receiving err message; "Error while running the event handler: __robotarmy__/control.lua:514:position not specified" this during placement of 1of 20 guard stations, each with 20+ terminators a reload of last backup did not stop error, but did caus...
by Dark_star
Mon Aug 01, 2016 9:19 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 123724

Re: [MOD 0.13.9] Robot Army. 0.2.0

great mod, but after the last update 13.13, started receiving err message; "Error while running the event handler: __robotarmy__/control.lua:514:position not specified" this during placement of 1of 20 guard stations, each with 20+ terminators a reload of last backup did not stop error, but did cause...
by Dark_star
Tue Jul 26, 2016 4:38 pm
Forum: Gameplay Help
Topic: Logistic Bots stuck in far parts of Base
Replies: 16
Views: 1812

Re: Logistic Bots stuck in far parts of Base

Why not use the bots to return each other? On your "no-vacation" outer-edge roboports, have an inserter (preferably a regular one) relocate the bots from the roboport into a provider chest. Then, you can have a request chest back in the middle that requests them and then re-injects them into the ne...
by Dark_star
Wed Jul 20, 2016 5:24 pm
Forum: Gameplay Help
Topic: Logistic Bots stuck in far parts of Base
Replies: 16
Views: 1812

Re: Logistic Bots stuck in far parts of Base

These are great suggestions for "improving" current system. For now until a mod happens, moving bots by train/car (airplane mod) back to central factory area seems best. Also having depots of common items located at far points loaded by trains, may help keep bot count down. But there is still the CP...

Go to advanced search