Search found 124 matches

by adamwong246
Wed Feb 24, 2021 3:13 pm
Forum: Ideas and Suggestions
Topic: Surface based equipment grids, dynamic crafting devices (and off-topic post :) )
Replies: 9
Views: 92

Re: Replace the equipment grid with a surface

I don't understand forums.

If I wanted to have a discussion about replacing-modules-and-equipment-grids-with-surfaces, where would be the correct place to have that discussion?
by adamwong246
Mon Feb 22, 2021 5:06 pm
Forum: Off topic
Topic: "Oh no... Father's playing with his trains!"
Replies: 0
Views: 142

"Oh no... Father's playing with his trains!"

Me playing factorio in wee hours and my family's reaction:
Image
https://www.youtube.com/watch?v=nOICSNCuBvQ
by adamwong246
Mon Feb 22, 2021 4:52 pm
Forum: Ideas and Suggestions
Topic: Surface based equipment grids, dynamic crafting devices (and off-topic post :) )
Replies: 9
Views: 92

Re: Replace the equipment grid with a surface

post is off-topic — ssilk I think I can mock something up but I will need some hooks and an agreed upon starting place. (I'd like to include modules in this discussion, because they are like a tiny, very specific equipment grid) So what I need from the devs is an entity- any entity that uses module...
by adamwong246
Mon Feb 22, 2021 3:39 pm
Forum: Ideas and Suggestions
Topic: Surface based equipment grids, dynamic crafting devices (and off-topic post :) )
Replies: 9
Views: 92

Re: Replace the equipment grid with a surface

through a combination of mods, it is possible to make meta-factories. But there are somethings that I can't accomplish with a mod- an entity with dynamic properties. Or maybe this is possible and I just don't know how? I would love to put together a playable demo but I will need an entity that can b...
by adamwong246
Mon Feb 22, 2021 3:32 pm
Forum: Not a bug
Topic: [1.1.21] pollution_absorption_per_second cannot be negative.
Replies: 4
Views: 522

Re: [1.1.21] pollution_absorption_per_second cannot be negative.

yes, this was submitted under a misunderstanding of the pollution system.
by adamwong246
Sat Feb 20, 2021 5:14 pm
Forum: Ideas and Suggestions
Topic: More entities ought to have equipment grids.
Replies: 11
Views: 396

Re: More entities ought to have equipment grids.

Thank you for bringing this to my attention. Last thing I will point out: you actually CAN make a turret with an equipment-grid, it just goes by another name: "Spidertron-consuming-ammo." I am beginning to think that the Spidertron ought to be the base for all machines. Spidertron with zer...
by adamwong246
Sat Feb 20, 2021 5:08 pm
Forum: Ideas and Suggestions
Topic: Surface based equipment grids, dynamic crafting devices (and off-topic post :) )
Replies: 9
Views: 92

Surface based equipment grids, dynamic crafting devices (and off-topic post :) )

this is split off from https://forums.factorio.com/viewtopic.php?f=6&t=75618 Replace the equipment grid with a surface — ssilk My biggest question is one of performance- if you replace the inner workings of every machine with it's own mini-surface, you'll implode the UPS. 2nd concern is how &qu...
by adamwong246
Sat Feb 20, 2021 5:02 pm
Forum: Ideas and Suggestions
Topic: Replace the equipment grid with a surface
Replies: 6
Views: 667

Re: Replace the equipment grid with a surface

I want to keep this thread going. To me, this is the most substantial, yet logical, progression of gameplay yet submitted and I VERY much hope it can be not a twinkle-in-the-eye but a serious consideration. It IS such a BIG suggestion that it might even warrant the term "Factorio 2.0"
by adamwong246
Fri Feb 19, 2021 6:44 pm
Forum: Modding discussion
Topic: An immovable "garbagefill" tile
Replies: 1
Views: 138

An immovable "garbagefill" tile

I've made a polluting tile called "garbagefill". Is there a way to make this indestructible? I found that by setting the minable property to nil, you can concrete over the "garbagefill" but this also allows you to landfill over a garbagefill, which is not a desired effect. If I s...
by adamwong246
Fri Feb 19, 2021 5:09 pm
Forum: Ideas and Suggestions
Topic: More entities ought to have equipment grids.
Replies: 11
Views: 396

Re: More entities ought to have equipment grids.

I don’t want to change the EG of hundreds of turrets by hand. How? I was thinking of this last night I have a crazy-sounding idea that will sound more sane as I explain it. For the most part, factorio doesn't really allow individualized items. AFAIK, you can 1) Add speed, prod or eff modules 2) You...
by adamwong246
Thu Feb 18, 2021 11:07 pm
Forum: Not a bug
Topic: [1.1.21] pollution_absorption_per_second cannot be negative.
Replies: 4
Views: 522

[1.1.21] pollution_absorption_per_second cannot be negative.

local garbagefillTile = table.deepcopy(data.raw["tile"]["landfill"]) garbagefillTile.name = "garbagefill" garbagefillTile.tint = {0.85, 0.25, 0.25, 1} garbagefillTile.pollution_absorption_per_second = -0.0000075 data:extend{ garbagefillTile } log(data.raw["tile&qu...
by adamwong246
Thu Feb 18, 2021 6:18 pm
Forum: Won't implement
Topic: animation speed should support a negative number
Replies: 2
Views: 114

Re: animation speed should support a negative number

I'm not sure how I missed that last night. Thanks.
by adamwong246
Thu Feb 18, 2021 5:53 pm
Forum: Ideas and Suggestions
Topic: More entities ought to have equipment grids.
Replies: 11
Views: 396

More entities ought to have equipment grids.

TL;DR I wish individual entities, like turrets, were more customizable via an equipment grid. What ? More entities ought to implement equipment grids, specifically turrets. Rather than unlocking higher tiers of turrets, you should unlock higher tiers of equipment modules _for_ turrets. So instead o...
by adamwong246
Thu Feb 18, 2021 4:39 pm
Forum: Won't implement
Topic: animation speed should support a negative number
Replies: 2
Views: 114

animation speed should support a negative number

Consider that accumulators have a charge and discharge animation. My fork of https://mods.factorio.com/mod/eradicators-hand-crank-generator adds a reversed animation, so that the generator reverses directions when discharging and charging. As it stands, I must re-compile a second sprite sheet, which...
by adamwong246
Wed Feb 17, 2021 8:13 pm
Forum: Modding help
Topic: seeking advice about Collision Masks
Replies: 1
Views: 77

Re: seeking advice about Collision Masks

-- I'm not sure what this ought to be local collisionMask = { -- "ground-tile", -- "water-tile", -- "resource-layer", -- "doodad-layer", -- "floor-layer", -- "item-layer", -- "object-layer" } local garbagefillItem = { type = &quo...
by adamwong246
Wed Feb 17, 2021 8:05 pm
Forum: Modding help
Topic: seeking advice about Collision Masks
Replies: 1
Views: 77

seeking advice about Collision Masks

I've got a mod that alters recipes to produce useless byproducts. You can sequester the waste into polluting tiles called "garbagefill" (based on "landfill") and each garbagefill is made of 100 waste products. The whole point is that you must eventually cede real estate to seques...
by adamwong246
Tue Feb 16, 2021 4:40 pm
Forum: Technical Help
Topic: The perfect Factorio computer
Replies: 36
Views: 6897

Re: The perfect Factorio computer

Just a reminder- you actually don't need amazing hardware at all. I beat vanilla handily on an ancient macbook air with just 4 gigs of Ram and the only slowdown was during autosave.
by adamwong246
Sun Feb 14, 2021 5:14 pm
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 172
Views: 32514

Re: [MOD 1.0] Inventory Sensor

I'm getting the same "Not Operable" error. https://github.com/Yousei9/Inventory-Sensor/issues/19
by adamwong246
Thu Feb 04, 2021 5:14 pm
Forum: Won't implement
Topic: Assemblers could implement `heat_buffer` to output Heat via Heat Pipe?
Replies: 4
Views: 153

Re: Assemblers could implement `heat_buffer` to output Heat via Heat Pipe?

Yeah, I'm aware you can input heat into a assembler. But I want to output heat from assembler.

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