Search found 153 matches

by BicycleEater
Tue Jan 12, 2021 11:12 pm
Forum: Ideas and Requests For Mods
Topic: logistics filter to a railway carriage
Replies: 7
Views: 2176

Re: logistics filter to a railway carriage

You can do this in base game, just on a slot-by-slot basis, can't you?
Just middle click on the relevant slot, and a menu comes up (this is from memory, but I have had filtered trains before).
by BicycleEater
Tue Jan 12, 2021 11:06 pm
Forum: Ideas and Requests For Mods
Topic: OptimaUPS Mod
Replies: 7
Views: 4988

Re: OptimaUPS Mod

I think that the controversy is 2-fold: (1) People thinking that it shouldn't be in the base game. (2) People thinking that it isn't possible to create a mod that improves UPS in this manner. (3) People worrying that it will simplify mechanics. (4) People worrying that it will be really hard to imp...
by BicycleEater
Tue Jan 12, 2021 10:58 pm
Forum: Ideas and Suggestions
Topic: Don't make a spot on the map when an atomic bomb is used
Replies: 11
Views: 2928

Re: Don't make a spot on the map when an atomic bomb is used

The problem with making to look different on the map and in the game is that it introduces large inconsistencies in the game's model, it would have to have a special system for tracking what to put there, e.g. if an assembling machine is placed on the crater, the game needs to render it in the map v...
by BicycleEater
Tue Jan 12, 2021 5:01 pm
Forum: Ideas and Suggestions
Topic: Tips and Tricks wording
Replies: 1
Views: 1086

Re: Tips and Tricks wording

(bold used to highlight changes) The first has another minor issue further on: "when friendly building is destroyed and needs to be rebuilt" -> "when a friendly building is destroyed and needs to be rebuilt" or: "when friendly building is destroyed and needs to be rebuilt&qu...
by BicycleEater
Tue Jan 12, 2021 3:26 pm
Forum: Ideas and Suggestions
Topic: Don't make a spot on the map when an atomic bomb is used
Replies: 11
Views: 2928

Re: Don't make a spot on the map when an atomic bomb is used

The problem is the map renders the ground material, which is what the nuke changes (hence you can make an island when firing it in a lake). To change this, the nuke would need to either use a different method of changing the impact point material (very hard in Factorio, although maybe lots of decora...
by BicycleEater
Mon Jan 11, 2021 9:01 pm
Forum: Gameplay Help
Topic: Noob player needing help with strategies for dealing with biters.
Replies: 5
Views: 3051

Re: Noob player needing help with strategies for dealing with biters.

The car is pretty squishy, but has enough firepower against small bases. Yeah, it is squishy, but that can be combatted by its speed, I did get really good at using it at one point, and took out some late-game bases (like behemoths), using uranium ammo. Early game it can be really good, as you can ...
by BicycleEater
Mon Jan 11, 2021 5:37 pm
Forum: Gameplay Help
Topic: Noob player needing help with strategies for dealing with biters.
Replies: 5
Views: 3051

Re: Noob player needing help with strategies for dealing with biters.

I personally would recommend playing your first game on railworld, as this reduces the enemy attacks a lot, but they are still a challenge. In general, what weapons you should use really depends on what weapons you have (what research/production you have done). If you are getting spitters, then plac...
by BicycleEater
Fri Jan 08, 2021 11:08 pm
Forum: Ideas and Suggestions
Topic: Hotkey to override construction queue and force personal robots out
Replies: 4
Views: 1185

Re: Hotkey to override construction queue and force personal robots out

+1
I have had this - particularly if you have your personal roboport off in a base, then turn it on, the jobs have already been assigned.
by BicycleEater
Fri Jan 08, 2021 7:15 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 64044

Re: Optimization idea: abstraction

Oh, I hadn't read that much about it - sorry about coming into the topic under informed, I was just putting my perspective on it down - I had guessed that no massive opinions had been voiced, as the topic was still under discussion. The fact that they say this is no surprise, and I couldn't agree mo...
by BicycleEater
Fri Jan 08, 2021 3:28 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 64044

Re: Optimization idea: abstraction

The problem a script would have is hat it has to be faster than the base-game engine, which is pretty fast really. This means that even a small UPS hit from the script would outweigh any benefit, and the script would be quite complex in order to avoid the issues discussed, something lua does not sui...
by BicycleEater
Fri Jan 08, 2021 1:16 pm
Forum: Gameplay Help
Topic: Lessons learned. Please tell me more.
Replies: 11
Views: 4529

Re: Lessons learned. Please tell me more.

I tend to find the early game the most fun - the rush to blue science, and nuclear power, and tend to stop playing at that point, or sometimes launch a rocket, then call it a day. I usually play games with the goal of reaching nuclear power as soon as possible - it's not efficient, but its a good go...
by BicycleEater
Fri Jan 08, 2021 12:53 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 64044

Re: Optimization idea: abstraction

I do love the idea, but a mod could never do it that well. I don't know, but I'm pretty sure the UPS hit from doing the lua scripting required would out do any benefit. When it comes to performance, an interpreted scripting language replacing hard-coded c++ is not a good move. The problem with deter...
by BicycleEater
Sat Jan 02, 2021 2:29 pm
Forum: Ideas and Suggestions
Topic: Grid snapping for deconstruction planner
Replies: 4
Views: 2105

Re: Grid snapping for deconstruction planner

I really like this idea, but there are already a lot of shortcuts/key combinations when working with blueprints. To simplify this, we could have these settings be in the deconstruction planner - so that you can have a grid aligned deconstruction planner, a fixed size deconstruction planner, or other...
by BicycleEater
Wed Dec 30, 2020 10:56 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 572
Views: 303647

Re: Thank you (Make the dev-team happy today!)

Hi, Just wanted to put in a more technical note of praise: Wow is Factorio's multiplayer resilient - I made a mod to make nukes something a lot more serious (not linking as I don't want to turn this into self-promotion) but the multiplayer kept working, even when the whole game was running at a fram...
by BicycleEater
Mon Dec 28, 2020 11:06 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1644
Views: 527560

Re: Simple Questions and Short Answers

All ammunition in Factorio has a setting 'target_type', which is normally set to 'entity' making the weapon target entities, like the machine gun, or the normal rockets do. Some have 'direction', such as the cannon shell, which goes in a given direction up to its maximum range. Some have 'position' ...
by BicycleEater
Mon Dec 28, 2020 9:04 pm
Forum: Ideas and Suggestions
Topic: Undo/Redo indication
Replies: 9
Views: 2836

Re: Undo/Redo indication

+1 The worst thing about undo is that it can change something miles away, which I will never remember. (Even just 1 stage of redo would be so much better) If this can't be done then some form of barrier for undoing things from too long ago - perhaps a time limit on undo, which you can set from the o...
by BicycleEater
Mon Dec 28, 2020 9:00 pm
Forum: Ideas and Suggestions
Topic: Rail Signals should be selected with the Rails
Replies: 11
Views: 1438

Re: Rail Signals should be selected with the Rails

I like the idea, but the copy-paste working differently for signals would be very confusing, as the player would likely think they had miss-selected, rather than realising why it happened. I would rather see another in-game tutorial on the subject of signals being placed the wrong way, stating that ...
by BicycleEater
Mon Dec 21, 2020 10:16 pm
Forum: Balancing
Topic: Make Nuclear Fuel Rods Harder :D !...
Replies: 5
Views: 2656

Re: Make Nuclear Fuel Rods Harder :D !...

I agree that nuclear fuel rods are too easy, but honestly I don't think your recipe is that much more expensive, those materials are already pretty available at that point in the game, and you never need that many rods. Also may I request that the recipe continues to use only 1 U-235, as when you fi...
by BicycleEater
Mon Dec 21, 2020 5:42 pm
Forum: Ideas and Suggestions
Topic: [Idea] Make atomic bomb create a lake
Replies: 5
Views: 2364

Re: [Idea] Make atomic bomb create a lake

I know this is a really old post, but I like the suggestion, and the reasons against it are now invalid, in fact I added this with a mod, and it worked just fine for a few reasons: The crater can create ghost landfill above itself afterwards, so it gets auto repaired The crater created has a land bo...

Go to advanced search