Search found 883 matches

by Impatient
Fri Oct 18, 2024 11:31 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 33744

Re: Friday Facts #431 - Gleba & Captivity

Getting metals from bacteria is just too easy. apart from the fact, that if there are no metals in the growth tank, then there also can be no metals in the bacteria. Maybe bacteria can be pumped into deep layers of the planets rock where there are metals? then they slowly dissolve and eat the metals...
by Impatient
Wed Apr 17, 2024 10:34 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 132
Views: 30372

Re: Friday Facts #403 - Train stops 2.0

FuryoftheStars wrote: Sun Apr 07, 2024 11:23 pm
Yes, you are right. I didnt even notice back then.
by Impatient
Sat Apr 06, 2024 9:59 am
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 132
Views: 30372

Re: Friday Facts #403 - Train stops 2.0

I have a stupid request: Can you add water reflections? For buildings on water and close to the water? Maybe with an option to disable them to reduce gpu/cpu strain. Now, as bridges will be added to the game, this picture looks so weird: https://cdn.factorio.com/assets/blog-sync/fff-403-manual-push....
by Impatient
Wed Mar 13, 2024 2:33 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 31940

Re: Friday Facts #401 - New terrain, new planet

It's all wrong! There's a reason why both cliffs and water follow height lines, and no reason why forests should leave convenient thoroughfares for the character's car. That said, this garden will make a much better playground than untamed wilderness. Even if it poses the question of where the gard...
by Impatient
Fri Mar 08, 2024 2:57 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 31940

Re: Friday Facts #401 - New terrain, new planet

Great stuff! These shots look far more atmospheric. There is something I want to put forward to you, while you are working on planets and map generation: The availability of used map generation functions to mods. For explanation a use case for version 1.1: Let's say I want to make a mod, that fleshe...
by Impatient
Fri Mar 08, 2024 2:49 pm
Forum: Questions, reviews and ratings
Topic: Multiplayer: Need a mod that creates corpse on player leave
Replies: 16
Views: 2560

Re: Multiplayer: Need a mod that creates corpse on player leave

Are you aware of the vanilla /open PlayerName command? It allows admins to open the inventory of any player, including offline players. It's what I use whenever someone leaves my multiplayer game with something important in their inventory. I have not been aware of that. That is good to know. Anywa...
by Impatient
Fri Mar 08, 2024 2:01 pm
Forum: Questions, reviews and ratings
Topic: Multiplayer: Need a mod that creates corpse on player leave
Replies: 16
Views: 2560

Re: Multiplayer: Need a mod that creates corpse on player leave

My opinion is, that wishes on a game are different and I absolutely respect that. My view is that the stuff I carry is not mine but borrowed from the team. I always put the stuff I carry in chests befor I leave, no matter if I plan to return or not. Usually, when there is not enough of something in ...
by Impatient
Sat Mar 02, 2024 2:56 pm
Forum: Questions, reviews and ratings
Topic: Multiplayer: Need a mod that creates corpse on player leave
Replies: 16
Views: 2560

Re: Multiplayer: Need a mod that creates corpse on player leave

I could add a kind of secret treasure map that would chart a chunk with a player corpse and tag the location in map view. This would make it easier to find hidden corpses, and it would give a further incentive to hunt for maps. :-) Putting all corpses in the 0,0 chunk would definitely prevent playe...
by Impatient
Sat Mar 02, 2024 12:24 pm
Forum: Questions, reviews and ratings
Topic: Multiplayer: Need a mod that creates corpse on player leave
Replies: 16
Views: 2560

Re: Multiplayer: Need a mod that creates corpse on player leave

Thanks for your interest Pi-C! The direct answer to your question is: No there should be no special action on player return or other player join. The main goal behind my question is item preservation. There are two cases where items do get lost through inconsiderate player actions: 1) If items stay ...
by Impatient
Fri Mar 01, 2024 6:22 pm
Forum: Technical Help
Topic: Port randomization issue when hosting
Replies: 2
Views: 436

Port randomization issue when hosting

Hello fellow engineers! I have a problem when hosting a game. I assume its port randomization. I list everything I know. The problem: After starting to host a game, I get this popup in game: "Unable to determine external IP address. Other players ..." This is the relevant (I believe, after...
by Impatient
Fri Mar 01, 2024 3:45 pm
Forum: Questions, reviews and ratings
Topic: Multiplayer: Need a mod that creates corpse on player leave
Replies: 16
Views: 2560

Multiplayer: Need a mod that creates corpse on player leave

In mp players often make their mk2 first then run a round a bit, then leave. mk2 and all stuff they have on them goes with them. I am looking for a mod that creates a corpse if a player leaves the game. I know such feature exists in redmew scenarios. But does a mod also exist? I could not find anyth...
by Impatient
Tue Feb 20, 2024 6:39 am
Forum: Gameplay Help
Topic: Joint train limit on multiple sibling train stops
Replies: 3
Views: 877

Joint train limit on multiple sibling train stops

Scenario: - an unloading yard - twin unloading train stops (same name, for higher throughput) - a stacker, with enough parking space Requirements: - just 6 trains should jointly go to the two stops at any time (train limit) - any train waiting in the stacker should go to any of the two stops that is...
by Impatient
Tue Feb 20, 2024 5:56 am
Forum: Gameplay Help
Topic: Trains run chain signals if train stop is in guarded section
Replies: 2
Views: 707

Trains run chain signals if train stop is in guarded section

Scenario: - rail network - a track section with a train stop in it - several tracks merge into that track section and are separated from it by rail chain signals (the entrances) - the track section with the train stop splits into several tracks, which are separated from it by a rail signal (the exit...
by Impatient
Mon Feb 19, 2024 5:16 pm
Forum: General discussion
Topic: Remove conveniences in favour of circuit networks
Replies: 12
Views: 2706

Re: Remove conveniences in favour of circuit networks

... I would like those features to be reduced to a level where it starts to make sense to use circuit networks ... I wonder why you ask this. Do you want to impose a bigger challenge in vanilla on yourself? I mean, you can, as you explained yourself, use th CN to drastically improve the efficiency ...
by Impatient
Sun Feb 18, 2024 7:12 pm
Forum: General discussion
Topic: [Answered] How does the game engine decide which waiting train goes to a activated train station?
Replies: 1
Views: 532

[Answered] How does the game engine decide which waiting train goes to a activated train station?

Scenario:
- 1 unloading station, activated on demand when resources are low
- several loading stations, where loaded trains wait until the unloading station is activated.

Question:
- How does the game engine decide which waiting train goes to a activated train station?
by Impatient
Mon Jan 15, 2024 7:34 am
Forum: General discussion
Topic: Have Some Questions Before I Buy.
Replies: 120
Views: 126003

Re: hey to you all guys

RonenGreen wrote: Sat Aug 26, 2023 4:45 pm ive never played factorio... does it worth 40$ should i buy it?
What games did you play and what games did you like?
by Impatient
Sun Nov 26, 2023 2:10 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 124
Views: 37169

Re: Friday Facts #386 - Vulcanus

Awesome! Thanks for sharing the thoughts and visions you had in mind, when you created the art.

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