Search found 29 matches

by VampireSilence
Tue Apr 07, 2026 7:09 pm
Forum: Gameplay Help
Topic: Breeding pentapod eggs
Replies: 9
Views: 6160

Re: Breeding pentapod eggs

I just wanted to report the same bug and stumbled upon this thread, so i add what i found here.

Setup:

1x Biochamber (QL 5 / Legendary)
12x Beacons (QL 5)
16x Speed mods 3 (QL 5)
8x Efficiency mods 3 (QL 5)
4x Productivity mods 3 (QL 5)

Resulting properties:

Production speed: 74.15 (+1383 ...
by VampireSilence
Sun Jul 28, 2024 10:53 am
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 53668

Re: Friday Facts #421 - Optimizations 2.0

This is absolutely great! I love it!

The "keep revelead" counter made me think about something. What if there would be a building decreasing it? That means we could have a kind of "jammers" that prevent revealing certain areas of the map from enemy factions. :>
Every faction would have to have its ...
by VampireSilence
Sat Jun 15, 2024 7:07 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 41765

Re: Friday Facts #415 - Fix, Improve, Optimize

Re: Faster construction robot tasks
Why don't you take the "nearest roboport for that chunk" instead of "... for that job"? That way it's a tiny bit inaccurate, but it doesn't really matter a lot and you could cache that roboport for every chunk, updated whenever a new roboport is built. So there ...
by VampireSilence
Sat Nov 04, 2023 2:49 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 176
Views: 93733

Re: Friday Facts #383 - Super force building

Something that just came to my mind. Maybe you can rename the different force modes, so their names better fit their functions.
"Force Mode" => "Ignore environment/terrain"
"Super Force Mode" => "Ignore buildings" or "Ignore everything"
by VampireSilence
Fri Nov 03, 2023 9:26 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 176
Views: 93733

Re: Friday Facts #383 - Super force building

@kovarex @klonan
I just wanted to say i love you. Marry me. Both of you. <3
Just kidding, i love you all at Wube, you are just awesome.
You just published one of my most-wanted features of all time!
by VampireSilence
Sat Sep 02, 2023 5:22 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 219
Views: 125805

Re: Mitigation for robot pathing over lakes

Re: Mitigation for robot pathing over lakes

Over the past few years, I have had some thoughts of my own about this, which I would like to share:

Initially:
- The robot should anticipate, if it is able to fly to its target with full speed.
-> if it is not able to do so, go for strategy A.
-> If ...
by VampireSilence
Thu Apr 21, 2022 3:42 pm
Forum: Technical Help
Topic: Best CPU
Replies: 8
Views: 6566

Which CPU is best for Factorio?

Hey guys,

I'm about to buy a new computer, so i have free choice of my next CPU and i wondered what is the best CPU available for a maximum UPS in Factorio?
Is it a i9-12900K (provides 24 threads) ? Or even a Ryzen Threadripper Pro 5995WX (provides 128 threads) ? The secondary question here is how ...
by VampireSilence
Thu Apr 21, 2022 9:26 am
Forum: Ideas and Suggestions
Topic: New train cars visualization quantity with signals & train stations
Replies: 13
Views: 7664

Re: New train cars visualization quantity with signals & train stations

I would really love to have this. Never counting cars by hand again. :)
by VampireSilence
Thu Apr 21, 2022 9:04 am
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 41
Views: 22828

Chests export the number of free slots

TL;DR
Make a new entry "Read free inventory slots" under "Circuit connection" and return this as a multiple of letter "F".
https://i.ibb.co/B63Z0N3/8.png


What ?
When building train bases it's a common example, that you fill some boxes with ressources (like ores) by train, then smelt it, and ...
by VampireSilence
Wed Feb 23, 2022 4:45 pm
Forum: Energy Production
Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
Replies: 12
Views: 10996

Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)

I just finished a land-only version for you land-fill haters :P

https://i.ibb.co/bQhL8S6/vs-land1.png

0eNqlnd1uXUeSpV9F4DVVs/M/0+i6GGDueroH6B50X7iFASXRNlEyKVBkVRcKfvc51B+3rbNixxe6sbtV1jorIjNyr4yIzPzHxet3j9fv729uHy5++MfF2+sPb+5v3j/c3N1e/HDxv67vb/56/fbFT/d3v754ffXh+sVfr+8/nP63F//yz/VP/3X7n1cP1 ...
by VampireSilence
Wed Feb 23, 2022 1:51 pm
Forum: Energy Production
Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
Replies: 12
Views: 10996

Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)

I just double-checked your blueprint again and it still doesn't start at night.
Tbh i don't see the point in building it that way. Why don't you simply use a power-oneway to a seperated and buffered circuitry for the inserters?

At least for my linear reactor chain it would be way more feasible to ...
by VampireSilence
Sat Dec 04, 2021 11:14 am
Forum: Ideas and Suggestions
Topic: Blueprint Edit - Ability to Zoom In/Out
Replies: 66
Views: 39353

Re: Add support for zooming and havigating plueprint preview

I was just about to suggest something similar, so +1 on this.
by VampireSilence
Sat Nov 20, 2021 7:34 pm
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 24
Views: 15327

Re: Biters using themselves as landfill

Alright, the other suggestion got posted over a year ago. So i guess you wont implement it.
But still, you guys do a d**n good job and i love factorio. <3
by VampireSilence
Sun Nov 14, 2021 3:02 pm
Forum: Ideas and Suggestions
Topic: (minable) beach tiles around water areas
Replies: 1
Views: 1977

(minable) beach tiles around water areas

TL;DR
Convert terrain next to water tiles into "beach" tiles and let that beach tiles be minable, which converts them into water.

Also look at my other suggestion, which is strongly related to this one. I splitted the topics to keep the board/thread structure tidy. ;)
https://forums.factorio ...
by VampireSilence
Sun Nov 14, 2021 3:01 pm
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 24
Views: 15327

Let biters overcome small distances of water

TL;DR
Let biters overcome water like ants do. One biter sacrifices itself to "bridge" a water tile and others can walk over its back like over regular terrain.

Also look at my other suggestion, which is strongly related to this one. I splitted the topics to keep the board/thread structure tidy ...
by VampireSilence
Thu Nov 04, 2021 6:12 pm
Forum: Energy Production
Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
Replies: 12
Views: 10996

Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)




In this screenshot https://forums.factorio.com/download/file.php?id=63990 every single reactor has it's own load control + some indication lights + backup power in the inner circle


Ok, do you have some blueprint you could send me? Then i try to adapt it to my reactor.


https ...
by VampireSilence
Tue Nov 02, 2021 11:19 am
Forum: Implemented Suggestions
Topic: Being able to move map tags once placed
Replies: 25
Views: 16126

Re: Being able to move map tags once placed

+1
I need that frequently when i plan the rough concept of a new base/build/whatever, so being able to move tags around would be a fantastic tool for me.
by VampireSilence
Sat Mar 27, 2021 5:02 pm
Forum: Pending
Topic: [1.1.30] Trains are changing colors by themselves
Replies: 1
Views: 1661

[1.1.30] Trains are changing colors by themselves

I always color all of my trains like this:
https://i.ibb.co/0c0ZD9R/train1.png
(R=0, G=128, B=255)

But after some time of playing/saving/loading, almost all of my trains are colored like this:
https://i.ibb.co/Cvk3MPC/train2.png
(R=255, G=128, B=0)

without me changing any colors of course. I ...
by VampireSilence
Sun Mar 14, 2021 6:13 pm
Forum: Modding help
Topic: Casting entities to specific classes
Replies: 9
Views: 5096

Re: Casting entities to specific classes

No no, haha. The user will be able to choose between energy_sources, i doubt someone is able to do so in 60 FPS. Besides that, i only check for changes per tick and update/replace when needed, not every tick. But i think it's easier for me to split buildings in parts and every part has its own ...
by VampireSilence
Sun Mar 14, 2021 9:08 am
Forum: Modding help
Topic: Casting entities to specific classes
Replies: 9
Views: 5096

Re: Casting entities to specific classes

Yeah i see, so Prototypes and LuaEntities are similar to classes and instances (in like C# or similar).

The workaround i could imagine would be defining "custom"-properties, which are then forced to be added to those changable properties inside the created Entities itself. If thats possible, i ...

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