Search found 249 matches

by LoSboccacc
Fri Jan 11, 2019 5:02 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 17336

Re: Friday Facts #277 - GUI progress update

wave defense: you can always make so that random wave defense unlocks after surviving enough time in the static map wave defense, best of both worlds. also, if the script is generic, let user provide maps for wave defense.
by LoSboccacc
Sun Dec 30, 2018 12:04 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 53978

Re: Friday Facts #275 - 0.17 Science changes

So people will win accidentally if they ignore the existence/recipe for space science?

Doesn't seem a solid choice, at that point better not to have a victory screen at all

We need space research to unlock the component of an escape ship, that's what would close the game properly
by LoSboccacc
Mon Aug 06, 2018 9:55 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 34285

Re: Friday Facts #254 - No research queue for you

there's one important feature of a research queue: queuing a high tier technology and have the dependency resolved by the program

lacking that having a queue is kinda pointless as you noted, but if you did not implement the automation then of course it looked pointless without it!
by LoSboccacc
Thu Dec 28, 2017 10:30 am
Forum: Ideas and Suggestions
Topic: train signals priority
Replies: 1
Views: 515

train signals priority

when many trains are waiting on the same segment to start the closest train always win the signal race and occupy the segment this makes far trains on largish station always wait a long time during congestion while train that reached the same segment later but are closest to the exit start first the...
by LoSboccacc
Wed Dec 27, 2017 10:07 am
Forum: Ideas and Suggestions
Topic: wait until fueled
Replies: 10
Views: 1281

Re: wait until fueled

and a condition for stops themseles "skip if fuel % above x"
by LoSboccacc
Wed Dec 27, 2017 10:05 am
Forum: Implemented Suggestions
Topic: How about construction robot remove cliff
Replies: 1
Views: 421

Re: How about construction robot remove cliff

yes please. running around with explosives is annoying especially when cliffs are hidden into forests

demolition planner should mark cliffs for removal and blueprint should be able to place on marked for removal cliffs
by LoSboccacc
Tue Dec 26, 2017 12:57 pm
Forum: Pending
Topic: [0.16.6] contruction bot rail issues
Replies: 2
Views: 370

[0.16.6] contruction bot rail issues

construction bot don't connect rail correctly in this setup

Image


rotated versions of the same crossing work fine
by LoSboccacc
Tue Aug 29, 2017 12:18 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 118155

Re: [MOD 0.12.0] endless resources

abomination5 wrote:Is there a version of the mod that works for 0.15? It looks like most of the mods for 0.15 just make ores unlimited without decreasing yield.
try this
by LoSboccacc
Sun Apr 23, 2017 7:31 pm
Forum: Mod portal Discussion
Topic: The mod portal was a nice experiment... end it please?
Replies: 68
Views: 17366

Re: The mod portal was a nice experiment... end it please?

exhibit B: there's load of mod spammed on the portal, not even for fake internet points https://mods.factorio.com/?q=endless

now you try and coordinate a multiplayer game, telling people what mods to install. madness.
by LoSboccacc
Fri Feb 03, 2017 8:58 pm
Forum: Technical Help
Topic: [0.13.15] My isp provider blocks nat punching
Replies: 5
Views: 1064

Re: [0.13.15] My isp provider blocks nat punching

just tried, and, no :D

oh well.
by LoSboccacc
Fri Feb 03, 2017 8:16 pm
Forum: Technical Help
Topic: [0.13.15] My isp provider blocks nat punching
Replies: 5
Views: 1064

Re: [0.13.15] My isp provider blocks nat punching

If you remember from the previous FFF, our map downloader was having some extremely rare problems with some mysterious packets that would always get filtered over the Internet. We already had a fix for it, but I was curious what was going on. Thanks to the investigative power of the Factorio commun...
by LoSboccacc
Fri Nov 11, 2016 2:47 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 57904

Re: Friday Facts #164 - Nuclear power

is that the final look for the reactor?
by LoSboccacc
Fri Sep 02, 2016 9:13 pm
Forum: News
Topic: Friday facts #154 - Challenge us
Replies: 61
Views: 17719

Re: Friday facts #154 - Challenge us

if you have a grammar to generate those script, you can quickly find bugs by randomizing the placement (as long as your grammar only produce valid placements), by covering a map of truckload of element in any combination and just panning trough it
by LoSboccacc
Thu Aug 18, 2016 9:23 pm
Forum: Technical Help
Topic: [0.13.15] My isp provider blocks nat punching
Replies: 5
Views: 1064

Re: [0.13.15] My isp provider blocks nat punching

no the server is a real server. I'm on a bad isp, which does funny nat. for udp, I think if the source port doesn't match the destination punching won't work
by LoSboccacc
Tue Aug 09, 2016 8:27 am
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 118155

Re: [MOD 0.12.0] endless resources

Olix wrote:
It's a shame that the mod in the mod browser in game is the old form.

eh it's not like I uploaded it there, I don't even know how it ended here or how to update it tbh
by LoSboccacc
Mon Aug 08, 2016 7:38 pm
Forum: Technical Help
Topic: [0.13.15] My isp provider blocks nat punching
Replies: 5
Views: 1064

[0.13.15] My isp provider blocks nat punching

just if you are interested in testing the STUN code in 0.13.x, I'm stuck with a provider from hell that seems to apply weird arbitrary rules to nat punching, so that half of the games I play have a hell of trouble working unless under vpn so, if you want to do some testing, I got this server running...
by LoSboccacc
Fri Jun 10, 2016 9:05 pm
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 38349

Re: Friday Facts #142 - Playtesting

the attention to detail and the amount of love that go in this game is nothing short of amazing!
by LoSboccacc
Thu Apr 21, 2016 8:18 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 700
Views: 146470

Re: [MOD 0.12.29] Robot Soldiers. 0.1.2 HOTFIX

wonderful! attacking is the last part of the game that needs manual intervention can't wait to put that problem under logistic categoy :D
by LoSboccacc
Thu Apr 21, 2016 12:49 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 700
Views: 146470

Re: [MOD 0.12.29] Robot Soldiers. 0.1.2 HOTFIX

this mod is very interesting! how hard would it be to have them respond to basic order, like click on a radio item, map pops up, click on map and robots go there?
by LoSboccacc
Sun Sep 06, 2015 8:20 pm
Forum: Mods
Topic: [0.12.0] static game difficulty
Replies: 15
Views: 15032

Re: [0.12.0] static game difficulty

with the new .12 values it seems to easy, you can get enough alien pack to unlock but the three last tech and not even see the late game enemies. but for now it stay the way it is, because I can't test it.

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