Search found 57 matches

by CorrettoSambuca
Fri Aug 17, 2018 3:37 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 25250

Re: Friday Facts #256 - The little things 3

Belt Immunity should be called the Belt Motion Compensator. Or any other name, but not Belt Immunity.

Absolutely love the idea, tho. Good job.
by CorrettoSambuca
Fri Jul 06, 2018 6:39 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 28725

Re: Friday Facts #250 - Dead end conclusion

I have to reiterate, have you considered a solution like the one presented in the Reddit thread https://www.reddit.com/r/factorio/comments/8w3sir/my_shitty_mockup_of_how_i_think_the_blueprint/ ? If so, what is the rationale against it and towards Proposal Zero? I know I would find the filesystem-lik...
by CorrettoSambuca
Mon Jul 11, 2016 12:29 pm
Forum: Releases
Topic: Version 0.13.7
Replies: 38
Views: 20338

Re: Version 0.13.7

On the toroid there are only 8 directions you can go and return the destination point in one trip around the world[...] On the contrary, there are two "arounds" and you can pick a direction such that you get back to where you started after exactly the number you chose of "arounds&quo...
by CorrettoSambuca
Tue May 10, 2016 7:03 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 30103

Re: [0.12.x] [Library] Factorio Standard Library Project 0.4.0

Hi, just leaving a note to say thanks for your work :)

By the way, is there an easy way to trigger events on a clock? For example every sunset and so on...
by CorrettoSambuca
Fri Feb 05, 2016 9:48 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 88420

Re: Friday Facts #124 - Steam Status I

"Do you like robots, mashines, and fings that move?"

Sorry, I just found it hilarious to watch that old trailer again :D
by CorrettoSambuca
Fri Feb 05, 2016 8:13 pm
Forum: Mods
Topic: [MOD 0.12.20+] Void Chest
Replies: 10
Views: 17222

Re: [MOD 0.12.20] Void Chest

Would it be possible to make it empty itself only once per day?

[EDIT]
Did it myself. Still have to test it though.
by CorrettoSambuca
Fri Feb 05, 2016 6:30 pm
Forum: Modding help
Topic: Small attempt to fix a mod
Replies: 9
Views: 22581

Re: Small attempt to fix a mod

Sooo...
Is there any chance you'll be posting the fixed mod? :mrgreen:
by CorrettoSambuca
Fri Sep 25, 2015 7:07 pm
Forum: News
Topic: Friday Facts #105 - The Grey Zone
Replies: 48
Views: 33872

Re: Friday Facts #105 - The Grey Zone

This here is some solid advice.
I wanted to give my own two cents but this guy up there just said everything I wanted to say and more, in a better way than I could have.
by CorrettoSambuca
Wed Sep 16, 2015 12:44 pm
Forum: Mods
Topic: [0.12.x]Hardcore Inventory [WIP]
Replies: 10
Views: 11623

Re: [0.12.x]Hardcore Inventory [WIP]

To be honest, just cutting inventory space is more of a pain than anything else. As the guy a couple of posts above me suggested, a "weight" mechanic might be better. Keep the inventory space, but if the player has more than x items on his character, then the more they have he more their w...
by CorrettoSambuca
Wed Sep 16, 2015 12:38 pm
Forum: Mods
Topic: [0.12.3+ WIP] Deep Ores
Replies: 21
Views: 13289

Re: [0.12.3+ WIP] Deep Ores

This looks really interesting. To be honest, I'd be OK with spread out, small fields: just have a train collect from multiples at a time. Unfortunately, I don't have the time to check it out right now. Also, you might consider moving this to the "complete" mods thread, since it only really...
by CorrettoSambuca
Wed Sep 16, 2015 12:33 pm
Forum: Mods
Topic: [0.12.0] Aircraft mod [WIP]
Replies: 9
Views: 18644

Re: [0.12.0] Aircraft mod [WIP]

Interestingly enough, the aircraft is still affected by the speed bonus/malus of concrete vs. desert.
by CorrettoSambuca
Wed Sep 16, 2015 12:25 pm
Forum: Resource Spawner Overhaul
Topic: Interesting Formations
Replies: 3
Views: 10127

Re: Interesting Formations

Aah, I thought they overrode each other. Here's the map exchange string: >>>AAAMAAcAAwADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl yb24tb3JlAwMCBQAAAHN0b25lAwMCKQK9HfULAACZYgAAAAAAAAAAAA ADAAZZYBc=<<< The patch can be found at around x = -2000, y...
by CorrettoSambuca
Wed Sep 16, 2015 11:56 am
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 62491

Re: [MOD 0.12.x] Slipstream Chests - 2.0.0

Would it be possible to have a single slipstream chest item, configurable via UI?
Or even three chests with speeds that match the three tiers of belts. (10, 20, 30 items per second)
I find the current system needlessly fiddly.
by CorrettoSambuca
Sun Sep 13, 2015 2:42 pm
Forum: Mods
Topic: [MOD 0.12.x] More Weapon Research 0.1.0
Replies: 7
Views: 12044

Re: [MOD 0.12.x] More Weapon Research 0.1.0

Any way if making the flame move faster? I'm imagining research like "Flamethrower ejection speed" that gives extra range and extra self combusting insurance.
by CorrettoSambuca
Sun Sep 13, 2015 2:17 pm
Forum: Resource Spawner Overhaul
Topic: Interesting Formations
Replies: 3
Views: 10127

Interesting Formations

I'm starting this post to share interesting ore formations generated with RSO.
Here is mine: apparently, an iron patch generated over a stone patch that generated over a copper patch.
Image
Will provide RSO settings and map exchange string if required.
by CorrettoSambuca
Fri Sep 11, 2015 12:28 pm
Forum: Mods
Topic: [MOD 0.12.x] More Weapon Research 0.1.0
Replies: 7
Views: 12044

Re: [MOD 0.12.x] More Weapon Research 0.1.0

How about Flamethrower upgrades? As it is now, it's there but it's nearly useless.
I'd like it to have a use at least against swarms of low tier biters, or against nests.
by CorrettoSambuca
Wed Sep 09, 2015 4:13 pm
Forum: Mods
Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
Replies: 63
Views: 46585

Re: [MOD 0.12.6]Useful Space Industry[0.1.5](14th August)

Wouldn't it make sense to just make it work like a solar panel, except through night too and at a variable production rate? (Relative to how many sats you have)
Or is that what you mean by "making it work like a boiler"?
by CorrettoSambuca
Mon Sep 07, 2015 10:09 am
Forum: Mods
Topic: [MOD 0.12.x] Crafting Speed Research
Replies: 22
Views: 37991

Re: [MOD 0.12.x] Crafting Speed Research

Interesting! It really felt missing. I hope you didn't lower the strting crafting speed, it's slow enough as it is...

Maybe power armor tools that do the same thing?
by CorrettoSambuca
Wed Jul 22, 2015 6:40 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 126613

Re: Bob mods for 0.12

That would work too, yes. However as they are now they still fit the 3-2 setup for the vanilla greens.
Maybe substituting copper coils for basic components? I'm just throwing the suggestion out there, I don't have the actual recipes handy.
by CorrettoSambuca
Wed Jul 22, 2015 6:15 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 126613

Re: Bob mods for 0.12

I'd say it's not the problem of logistics for me. It's usually the problem of being literally stuck in game - there is no way to progress further until you build all of this I agree! It's not the difficulty that puts me off, it's the difficulty spike . Everyhing before this point can be easily deal...

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