Search found 26 matches
- Fri Dec 13, 2024 5:23 pm
- Forum: Modding help
- Topic: Porting autoplace from peaks to probability_expression
- Replies: 2
- Views: 253
Re: Porting autoplace from peaks to probability_expression
It's pretty much the first version where mods could customize map generation; all part of the "peaks" system that was removed in 2.0. It's actually fairly well documented overall, but there isn't enough detail on a few things like this.
- Thu Dec 12, 2024 9:29 am
- Forum: Modding help
- Topic: Porting autoplace from peaks to probability_expression
- Replies: 2
- Views: 253
Porting autoplace from peaks to probability_expression
Hi,
I'm working on porting a mod from Factorio 1.1.110 to 2.0, and I've hit a bit of a snag with making the map generation compatible with old saves now that peaks have been removed from autoplace. I've been able to reproduce most things well enough in the "new" probability_expression (it's not 100 ...
I'm working on porting a mod from Factorio 1.1.110 to 2.0, and I've hit a bit of a snag with making the map generation compatible with old saves now that peaks have been removed from autoplace. I've been able to reproduce most things well enough in the "new" probability_expression (it's not 100 ...
- Sun Sep 17, 2023 9:23 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 104455
Re: Friday Facts #376 - Research and Technology
Ah, nullius type rech unlocks. Very nice. That actually helped keep that game's massive number of tech tiers under control.
However, I still don't feel quality is right, and you still should have alternate recipes instead. But more of a substituting ingredients thing, using a red circuit instead ...
- Sat Mar 02, 2019 7:01 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.4] Too many biters for game to handle
- Replies: 3
- Views: 3435
Re: [0.17.4] Too many biters for game to handle
Yeah, they normally create these large clusters while they're still preparing for the attack. When you pollute enough, the newly spawned ones on the outside are blocking the ones ready to attack on the inside.
I still get about 200 biters per minutes despite these clusters, but it seems that those ...
I still get about 200 biters per minutes despite these clusters, but it seems that those ...
- Fri Feb 22, 2019 6:24 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 184664
Re: Friday Facts #283 - Prepare to Launch
It feels like you may have overdid that fix to the biter belt exploit - blue belts barely slow them down, which doesn't quite fit how much of an effect belts have on the player character. That said, I've only ever used it in the most hard-core emergencies - as already mentioned, they're quite ugly ...
- Sat Oct 27, 2018 7:39 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 268299
Re: Friday Facts #266 - Cleanup of mechanics
If the motivation for changes is to make entry level simpler, I get it. Just look at the Steam achievement percentages to see the low proportion of people who stick with the game.
Do you really think that 55% people getting all the way to oil processing is a bad number? What games are you ...
- Sat Jul 21, 2018 6:31 am
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 51934
Re: Friday Facts #252 - Sound design & Map editor
I enjoy the map editor very much, and especially the multiplayer capability. Have you guys given 'triggers' or similar functionality or some other scripting any thought? I've spent several years in the wc3 map editor and would love it if factorio got something similar
Factorio is something like ...
Factorio is something like ...
- Sat Jun 16, 2018 9:41 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 74630
Re: Friday Facts #247 - Pricing and its exploits
I don't think Factorio is in much of a danger. The top-down perspective gives many opportunities you just don't get in a first-person game, and building a nice and clean base is much easier in a grid-based system than on "freeform". And yes, I'm pretty worried about the performance too. The lack of ...
- Fri Apr 20, 2018 9:16 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1188304
Re: [0.16] Sea Block Pack 0.2.6
Oh! You can also crush the geodes before dissolving them, which also gives you crushed stone.
Yeah, never dissolve geodes directly, it just isn't worth it. If you go on power efficiency, geodes are the way to go overall. Both crushed stone/mineralized water and slag slurry production is way more ...
Yeah, never dissolve geodes directly, it just isn't worth it. If you go on power efficiency, geodes are the way to go overall. Both crushed stone/mineralized water and slag slurry production is way more ...
- Sun Apr 01, 2018 1:33 pm
- Forum: Angels Mods
- Topic: My first bobs+angels game, frustrated by green scien
- Replies: 21
- Views: 11583
Re: My first bobs+angels game, frustrated by green scien
Things I plan to do with green science before I need to start mining tin or lead, roughly in order:
Toolbelt
Electric energy distribution
Steel furnaces
Concrete
Inserter capacity bonus
Gun turret damage
Reinforced concrete walls
and that's just the stuff I already know about from the base game ...
- Sat Mar 24, 2018 8:50 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 62506
Re: Friday Facts #235 - 0.16 stable
Careful with the recipe tree. Don't forget that some mods give many different recipes with the same results - showing the whole paths all at once would be crazy. "What it's made for", sure - that'd be great. But do try how well the changes work with something like Bob's+Angel's mods.
Fluid ...
Fluid ...
- Wed Feb 14, 2018 10:55 am
- Forum: Balancing
- Topic: Flamethrowers maybe need a 'slight' debuff? also, mines
- Replies: 3
- Views: 4099
Re: Flamethrowers maybe need a 'slight' debuff? also, mines
There's two reasons for Flamethrowers - to combat enemy resistances, and to combat large mobs of biters. Until you get to depleted uranium ammo, gun turrets have a very hard time killing bigger biters, and cost tons of materials to support. But you certainly still need the gun turrets - my perimeter ...
- Fri Apr 15, 2016 2:20 pm
- Forum: News
- Topic: Friday Facts #134 - Signal placement indicator
- Replies: 68
- Views: 42475
Re: Friday Facts #134 - Signal placement indicator
The first thing on my mind while reading this was "I wonder how many people will come and say that illegal signals are essential in their build". And then I realized there are legitimate (ab)uses of illegal signals.
Preventing placement of illegal signals makes sense (though don't forget that ...
Preventing placement of illegal signals makes sense (though don't forget that ...
- Fri Feb 13, 2015 8:24 pm
- Forum: News
- Topic: Friday Facts #73 - Minds versus bytes.
- Replies: 63
- Views: 50908
Re: Friday Facts #73 Minds versus bytes.
Looks great :)
I wouldn't go with the Space Run thingy, though. At best, you'll make a mini-game which is completely different from the rest of the game. So you play your game for hours, and for the grand finale, you get to play... a different game.
The basic idea is really nice, but if you want ...
I wouldn't go with the Space Run thingy, though. At best, you'll make a mini-game which is completely different from the rest of the game. So you play your game for hours, and for the grand finale, you get to play... a different game.
The basic idea is really nice, but if you want ...
- Wed Jul 09, 2014 5:59 am
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 146896
Re: Railroad
For the robot integration, check out the logistic wagons mod, it works quite well. It also massively simplifies building tracks through forests - I carry a ton of construction bots and a deconstruction planner, and they cut the trees and store the wood in another wagon. And of course, I can build a ...
- Wed Jul 02, 2014 9:00 pm
- Forum: Balancing
- Topic: Laser Turrets need upkeep
- Replies: 42
- Views: 42957
Re: Laser Turrent need upkeep
I know, they aren't comparable with ammunition 1:1.
Though in some way having to expand and defend the land area for the accumulators is an extra investment one doesn't need (as much) with projectiles.
Well, accumulators don't attract biters, so it's quite trivial to build huge farms of them ...
Though in some way having to expand and defend the land area for the accumulators is an extra investment one doesn't need (as much) with projectiles.
Well, accumulators don't attract biters, so it's quite trivial to build huge farms of them ...
- Wed Jul 02, 2014 8:54 pm
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 69803
Re: Supression of the size shift of electric furnaces
Well, since we're talking about different play styles...
I stay with coal-powered furnaces the whole game. Electric furnaces are handy, but I only use them in places in which I want smelting capability, but don't want to build a full fledged ironworks with a dedicated coal supply line. I build my ...
I stay with coal-powered furnaces the whole game. Electric furnaces are handy, but I only use them in places in which I want smelting capability, but don't want to build a full fledged ironworks with a dedicated coal supply line. I build my ...
- Sun Jun 22, 2014 5:41 pm
- Forum: News
- Topic: Re: Friday Facts #39
- Replies: 38
- Views: 34342
Re: Friday Facts #39
Oh, by all means, I wasn't suggesting switching overThourion wrote:... the time it takes to transfer there...

- Sat Jun 21, 2014 6:42 am
- Forum: News
- Topic: Re: Friday Facts #39
- Replies: 38
- Views: 34342
Re: Friday Facts #39
Unity would crumble under the weight of 1000000 GameObjects for sure. Which is kinda sad really :(
Well, you always have a lot of tricks to help. And in the end, you could hack together something that pretty much bypasses Unity altogether - but then again, why? :D
I've tried Unity for a while ...
Well, you always have a lot of tricks to help. And in the end, you could hack together something that pretty much bypasses Unity altogether - but then again, why? :D
I've tried Unity for a while ...
- Wed Jun 11, 2014 6:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] train shows on map on diagonal tracks only
- Replies: 4
- Views: 1976
Re: [0.10.0] train shows on map on diagonal tracks only
This would be extremely helpful, especially given how often the trains get stuck on more complicated designs.