Search found 12 matches

by jameinel
Tue Jun 16, 2020 11:26 am
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 56948

Re: [0.18] Please post bugs and balance issues here.

I created a quick hack to take the base beacon definition and put it into bob's modules with the tweaks for effective range, number of modules, supply distance, and object health. It doesn't quite integrate correctly, as it doesn't seem to do module tinting, but that could easily be an issue with th...
by jameinel
Fri May 01, 2020 1:44 pm
Forum: Not a bug
Topic: [0.18.22] Broke mod loading
Replies: 3
Views: 1266

[0.18.22] Broke mod loading

Several mods stopped loading in 0.18.22. I don't know whether this was an intentional or accidental change: Failed to load mods: Error while loading custom-input prototype "inventory-cleanup" (custom-input): Unknown consuming type: all Modifications: Even Distribution 0.3.17 I swear I got ...
by jameinel
Thu May 10, 2018 4:32 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.16.41] Desync with unmodded
Replies: 1
Views: 2781

[Twinsen] [0.16.41] Desync with unmodded

My son has been running a fairly small map. I joined him on LAN for the first time today, and after trying to connect 3 times each one failed with desync.
desync-report-2018-05-10_20-18-06.zip
(84.12 MiB) Downloaded 252 times
by jameinel
Sat Apr 09, 2016 11:35 am
Forum: Balancing
Topic: Balancing Combat Drones vs Roboport Laser Turrets
Replies: 1
Views: 2018

Balancing Combat Drones vs Roboport Laser Turrets

I don't have any amazing insight here. I've been trying to find ways to make Roboport and Laser turrets a bit less OP for their cost vs how much combat drones cost. My specific point is that a stack of 50 Big Electric Poles and 50 Laser Turrets, 200 repair packs, and a personal roboport with 20 cons...
by jameinel
Sat Apr 09, 2016 11:29 am
Forum: Frequently Suggested / Link Collections
Topic: Can the player be killed by train? (Train kills?!) ☸
Replies: 81
Views: 70235

Re: Can the player be killed by train? (Train kills?!) ☸

In my eyes protecting the player from his own creations is a bit ridiculous. He is the only person on the planet. Who other than himself could be hurt? (besides the biters of course :) ) Who other than the player knows better, where a train is eventually running through? And ok, if someone runs the...
by jameinel
Sun Apr 03, 2016 5:19 am
Forum: Ideas and Suggestions
Topic: File Format suggestion (base128 integers)
Replies: 8
Views: 3320

Re: File Format suggestion (base128 integers)

2 factors (IMO) The file is still smaller after compression. Not by a huge amount. If I just remove all of the "\x00\x00\x00" in the file (which would be a small integer followed by 3 null bytes for a 32-bit int), then I end up with original without-000 .zip .zip-without-000 level.dat 12M ...
by jameinel
Sat Apr 02, 2016 9:53 am
Forum: Frequently Suggested / Link Collections
Topic: Can the player be killed by train? (Train kills?!) ☸
Replies: 81
Views: 70235

Re: Can the player be killed by train? (Train kills?!) ☸

The train is a lot more serious in multiplayer because when you die you lose all of your items. Which can be rather significant. (I just got enough X to go craft power armor, let me go back to base.... splat) And while I fully support the splatting aspect of single player, where at most I lose 2 min...
by jameinel
Sat Apr 02, 2016 9:41 am
Forum: Ideas and Suggestions
Topic: File Format suggestion (base128 integers)
Replies: 8
Views: 3320

File Format suggestion (base128 integers)

I have one small suggestion for how your file format .dat files are. One thing I noticed is that it appears all of your strings are length prefixed, which is generally a great thing. But I also noticed that they are all 32-bit integer length prefixed. I did a quick check and: (in Python interpreter)...
by jameinel
Sat Apr 02, 2016 5:51 am
Forum: Gameplay Help
Topic: Efficiency of Roundabouts vs Crossings for T-Junctions
Replies: 5
Views: 10492

Re: Efficiency of Roundabouts vs Crossings for T-Junctions

I used to like roundabouts, then I had a train decide to change its pathing in the middle of one so it ended up blocking itself. Now I stick to 3 way crossings. So I've tried a lot of different signalling on the Roundabouts. It was very tempting to go with Rail Signal instead of Rail Chain Signal i...
by jameinel
Sat Apr 02, 2016 5:47 am
Forum: Show your Creations
Topic: Train Counter
Replies: 11
Views: 10270

Re: Train Counter

You could take fuel from the trains, which has the nice property that you can have single engine (1-0-0) trains. However, that would give you total number of trains through your system, but wouldn't be able to tell you where from/to they went. (Am I getting bottlenecked coming from N=>S vs N=>W, etc.)
by jameinel
Thu Mar 31, 2016 1:40 pm
Forum: Gameplay Help
Topic: Efficiency of Roundabouts vs Crossings for T-Junctions
Replies: 5
Views: 10492

Efficiency of Roundabouts vs Crossings for T-Junctions

I've heard this has been contentious, and it was something I wanted to measure. tl;dr: A single T-junction seems to be 13% more efficient than a roundabout (283 trips vs 251 in my testing.) First off, tremendous thanks to https://forums.factorio.com/viewtopic.php?f=18&t=18621 for making me reali...
by jameinel
Thu Mar 31, 2016 9:45 am
Forum: Show your Creations
Topic: Train Counter
Replies: 11
Views: 10270

Train Counter

This is my first post to the forums, so please forgive if I get some of the syntax wrong. I've been enjoying Factorio, and I particularly enjoy all the mini optimization problems it presents. One of the issues I was trying to answer was whether roundabouts or cross intersections really are noticeabl...

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