Search found 128 matches

by Porter65
Fri Apr 02, 2021 10:05 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1469
Views: 224666

Re: Simple Questions and Short Answers

Excellent!
by Porter65
Fri Apr 02, 2021 7:30 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1469
Views: 224666

Re: Simple Questions and Short Answers

Is it possible (even if a mod is necessary) to edit the map of an ongoing game? I would like to do some light terraforming there and there (removing ore patches I find excessive for my gaming style)
by Porter65
Wed Mar 31, 2021 9:17 am
Forum: Gameplay Help
Topic: Long distance circuit connection
Replies: 2
Views: 272

Long distance circuit connection

Is it possible to connect painlessly a circuit over long distance, aside with a mod? I need to check the fuel level at a point some 300 tiles away.
by Porter65
Sat Mar 27, 2021 9:26 am
Forum: Gameplay Help
Topic: I lost my body (corpse)
Replies: 5
Views: 653

Re: I lost my body (corpse)

Oh my, 15 mn ... IRL? Meaning 15 hours in game I think, as the time compression is 1 to 60 ... The problem is the spawn point was very, very far from where I died.

I think I lost my equipment.
by Porter65
Sat Mar 27, 2021 5:14 am
Forum: Gameplay Help
Topic: I lost my body (corpse)
Replies: 5
Views: 653

I lost my body (corpse)

I have scoured and scoured and searched the area where I died, extending even further than where I'm pretty sure I died (I know, I guarded my car by a turret and I died west of the spot) and there is absolutely no body anywhere. Did I lose all my precious inventory? Is there a timer? Occurrences whe...
by Porter65
Sat Mar 27, 2021 4:18 am
Forum: Questions, reviews and ratings
Topic: Street Lamps
Replies: 6
Views: 548

Re: Street Lamps

Deadlock lamps always generate errors when I try to load it alongside the other mods I have installed. Too bad, I could use a more powerful lamp than the vanilla one.
by Porter65
Tue Mar 23, 2021 7:39 pm
Forum: General discussion
Topic: Just found a new way of playing Factorio
Replies: 1
Views: 859

Just found a new way of playing Factorio

I was fiddling with the parameters, and somehow I stumbled upon this setting. Deposits: all 3 parameters down to 17% (frequency, size, richness) Biter evolution: only from pollution, x4 Starting area 17% More desert / few trees (low pollution absorption) Increased biters base, 120% Rampant (AI actio...
by Porter65
Tue Mar 23, 2021 1:43 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1469
Views: 224666

Re: Simple Questions and Short Answers

Not sure either, I checked the Rampant thread and it seems there is not much change here. I have a question about expansion party, is it handled on a per base basis (meaning possible exponential expansion speed...) or there is one and only one at a time on all the map (meaning the bigger the explore...
by Porter65
Tue Mar 23, 2021 9:16 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 596
Views: 155047

Re: [MOD 0.13.17+] Rampant

Biters and spitters don't require anything to spawn around spawners and this is unchanged from vanilla In vanilla, to form attack groups they require pollution that the spawners absorbs and stores which is reduced by the number of units sent to the attack group. Rampant can form attack groups indep...
by Porter65
Tue Mar 23, 2021 9:15 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 596
Views: 155047

Re: [MOD 0.13.17+] Rampant

This seems the same issue that I have here:
viewtopic.php?f=18&t=23042&p=541609#p541609

Basically, no biter base in pollution = Rampant doing nothing.
by Porter65
Tue Mar 23, 2021 8:54 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1469
Views: 224666

Re: Simple Questions and Short Answers

Is the expected Biter behavior to not attack your base/outposts, if no pollution reaches any Biter Base? Because even with Rampant, my pollution being rather limited (not because I play green, but because I obviously suck at Factorio and seldom go beyond 1k iron plate per mn), the Biters base never ...
by Porter65
Sun Mar 21, 2021 11:33 am
Forum: General discussion
Topic: Alt-F4 #28 - ROFL
Replies: 9
Views: 1337

Re: Alt-F4 #28 - ROFL

Very interesting article. I was thinking doing the same, at my very humble scale, because I just don't want to make a main bus. It seems that's the only efficient way to mass produce stuff though.
by Porter65
Thu Mar 18, 2021 2:58 pm
Forum: Resource Spawner Overhaul
Topic: RSO mod benefits?
Replies: 8
Views: 4008

Re: RSO mod benefits?

Yes, I feel I'm happy, but I don't want to miss a Great Mod that so many people seems to be using. Somehow I wonder what I'm missing that makes it the most downloaded mod. So a first mandatory use would be to play with extra ores, right? Vanilla don't handle that at all or well, distribution wise. I...
by Porter65
Thu Mar 18, 2021 9:25 am
Forum: Resource Spawner Overhaul
Topic: RSO mod benefits?
Replies: 8
Views: 4008

Re: RSO mod benefits?

I have the same naive question. Now, with 1.4 million downloads, I have no doubt it adds something, but I don't get what. I have been using the vanilla ore generator with very very low frequency and richness, and I definitively needs railways to get to new ore patches, which are very distant from ea...
by Porter65
Tue Mar 16, 2021 6:57 pm
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 1429

Re: Why pathfinding is so bad?

Thanks & Fair enough Oxyd!
by Porter65
Tue Mar 16, 2021 2:01 pm
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 1429

Re: Why pathfinding is so bad?

I'm not unfriendly to the devs. I would even understand if they decided that pathfinding is good enough. Color me instead surprised. We are talking of a team of devs who put thousands upon thousands of hours into a finely tuned game, but somehow the pathfinding is not making justice to it, and is no...
by Porter65
Tue Mar 16, 2021 10:14 am
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 1429

Re: Why pathfinding is so bad?

So really you're asking why a tool that wasn't designed to be used a certain way doesn't work when used that way? You should be less certain that your way of playing is the only way. That said, Spiderdron also have an issue. Biters have constant issues, stuck against cliffs. That's part of the vani...
by Porter65
Tue Mar 16, 2021 9:22 am
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 1429

Re: Why pathfinding is so bad?

Yes, the issue is the Biters AI, which is indeed used in several mods using vehicles. I would beg to differ though on what the goal of the game could be! The community, probably like the Anno community, is split between people who put first and foremost the Logistic chain of the game and the ones wh...
by Porter65
Tue Mar 16, 2021 8:43 am
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 1429

Why pathfinding is so bad?

The pathfinding in the game is just atrocious. Between vehicles wandering off by +50% then backing down and vehicles who get stuck constantly ... I can't understand why the dev team, which is obviously very good and talented, don't have a pathfinder which is somehow at the level of the x gazillions ...
by Porter65
Tue Mar 16, 2021 8:39 am
Forum: General discussion
Topic: Playing with a slightly darker night
Replies: 6
Views: 741

Re: Playing with a slightly darker night

Ok, I found what I was searching for. There is a third mod with a just too long name that is more involved than the 2 other. Now, I'm surprised there is no simple vanilla setting to make the night lighter or darker, with a slider.

Go to advanced search