Search found 291 matches

by SyncViews
Sun Sep 06, 2020 3:17 am
Forum: Gameplay Help
Topic: SHould i belt every ingredient i need or use robots?
Replies: 9
Views: 425

Re: SHould i belt every ingredient i need or use robots?

I always belt everything for science but bots does work. One of the big replay elements is deciding how to do it better next time, for example leaving plenty of space through the base with plenty of parallel "bus" belts to route everything you will need. With good enough organisation you could can m...
by SyncViews
Sat Sep 05, 2020 2:24 am
Forum: Modding interface requests
Topic: Fill an item stack from an inventory/container
Replies: 1
Views: 92

Fill an item stack from an inventory/container

Filling a stack (or larger container) with content from other inventories has some pitfalls. LuaInventory.find_item_stack looks like a good start, but if the items in the inventory are not stacked as much as they could be, it needs to be called multiple times as items are removed. Additionally damag...
by SyncViews
Sat Jun 06, 2020 12:08 pm
Forum: Gameplay Help
Topic: multiple stations same name _ make trains to go all stations
Replies: 11
Views: 648

Re: multiple stations same name _ make trains to go all stations

Yes, they go to the nearest station. You generally don't want multiple stations with the same name some distance apart, and multiple trains. Rather give each station in a different its own name and have separate trains. This shouldn't really take long, just have one name per ore patch, "iron 1", "ir...
by SyncViews
Mon Jun 01, 2020 9:55 am
Forum: Ideas and Suggestions
Topic: Enhanced cheat mode GUI for "Sandbox"/creative
Replies: 0
Views: 175

Enhanced cheat mode GUI for "Sandbox"/creative

TL;DR Give options for "creative" cheat tools a clear GUI without requiring mods or console commands. Either in sandbox or cheat mode generally. What ? The functionality exists in Factorio, but I'd like some GUI tweak to access the features in a place that is easy to find in-game. temp.png When che...
by SyncViews
Mon Jun 01, 2020 2:04 am
Forum: General discussion
Topic: What are some good ways to make the first ~4 hours of a Factorio game fun?
Replies: 16
Views: 1998

Re: What are some good ways to make the first ~4 hours of a Factorio game fun?

I agree the pre-robot phase can get tiring doing dozens of times on a standard map with no special restrictions. If you want a challenge there, then you have there is no spoon / speed run, lazy bastard, deathworld, etc. If I just want to build a big factory a different way, I'll often cheat my way t...
by SyncViews
Sat May 30, 2020 8:41 pm
Forum: Gameplay Help
Topic: New player, handling mistakes?
Replies: 4
Views: 287

Re: New player, handling mistakes?

Early game I just dump extra coal and ore into furnaces, plates into circuit assemblers, etc. You can ctrl-click and move the mouse over them to drain your inventory quickly. Later in the game get the "logistics robot"s, then on your character inventory screen you can shift-click items to quick move...
by SyncViews
Sat May 30, 2020 12:42 pm
Forum: Gameplay Help
Topic: need help with a combinator indicator set up
Replies: 4
Views: 149

Re: need help with a combinator indicator set up

So a useful combinator feature to remember here is you can connect an output back to an input, and it will update once per tick (60 times a second). So if you were to have a constant "1" and a decider combinator set to "input count" it will start with that one then add one every tick. Accumulators o...
by SyncViews
Sat May 23, 2020 4:34 am
Forum: General discussion
Topic: 0.17 / 0.18 - What to put on the main bus?
Replies: 22
Views: 1893

Re: 0.17 / 0.18 - What to put on the main bus?

My biggest users of gears are red and blue belt production. And they really need their own dedicated gear production and plate delivery or you will starve everything else. This is still why I keep gears separate really. They basically need their own lanes or iron plates one way or the other, so it'...
by SyncViews
Wed May 20, 2020 8:27 am
Forum: General discussion
Topic: Why launch a rocket without a satellite?
Replies: 10
Views: 1051

Re: Why launch a rocket without a satellite?

Curious why the option to launch one without the satellite even exists as opposed to by design just forcing the player to have a satellite as yet one more of the requirements to launch a rocket? It counts as finishing the game for there is no spoon etc. In older versions true I think a completely e...
by SyncViews
Sat May 16, 2020 8:25 pm
Forum: Ideas and Suggestions
Topic: Walls
Replies: 1
Views: 155

Re: Walls

Also consider that for mid to late game the player should have construction bots, with their ability to repair and rapidly replace any walls, and you can have multiple layers of walls backed up by many turrets. Behemoths already struggle a lot against such stone wall defences (even assuming zero spa...
by SyncViews
Sat May 16, 2020 6:32 pm
Forum: Ideas and Suggestions
Topic: Change how underground pipes work
Replies: 3
Views: 195

Re: Change how underground pipes work

hmm, I think it would just be treated like other games where buildings are constructed in place rather than the entire thing being pre-made. In this case the "construction cost" would be 2 entrances + n pipes. But that really isn't the factorio way of doing things, nothing is built like that. So it ...
by SyncViews
Sat May 16, 2020 4:28 pm
Forum: Ideas and Suggestions
Topic: Construction Robot issues that have been bugging me for ever and possible solutions
Replies: 4
Views: 282

Re: Construction Robot issues that have been bugging me for ever and possible solutions

1: Getting robots quickly is itself a major step in any speed or time restricted run (there is no spoon, etc.). 2: This has come up many times. I guess the answer is the game isn't really about fighting and clearing biter nests isn't really meant to be hard, whichever way you want to do it. The bite...
by SyncViews
Thu May 14, 2020 3:33 pm
Forum: Gameplay Help
Topic: Personal Roboport Bots Acting Wonky with Repairs
Replies: 13
Views: 483

Re: Personal Roboport Bots Acting Wonky with Repairs

I think they check only a certain number of possible ghosts and damaged buildings per tick/frame. If most of those are out of range or lack materials then the bots appear to do nothing while they go through the list.
by SyncViews
Thu May 14, 2020 2:43 pm
Forum: Balancing
Topic: Deathworld shouldn't be about time race
Replies: 8
Views: 1431

Re: Deathworld shouldn't be about time race

If deathworld was easier then people would want another harder standard setting. Not sure the devs want to add too many for a full difficulty range. You can customise it, I agree it could maybe indicate the effect of the time factor, but the other factors are too hard to account for as they are caus...
by SyncViews
Thu May 14, 2020 2:05 pm
Forum: Modding help
Topic: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
Replies: 5
Views: 205

Re: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?

Prototypes are shared between all instances of an entity and are read-only unfortunately (I wouldn't mind ability to make arbitrary changes though, I was looking more at upgrading spawners/worms/etc. when I first looked at the create/destroy idea, since research can only effect very few stats).
by SyncViews
Thu May 14, 2020 11:15 am
Forum: Gameplay Help
Topic: How to change normal world into death world ?
Replies: 3
Views: 399

Re: How to change normal world into death world ?

I don't think you can change the spawn rate for when exploring the map in an existing game, and even if you could, it wouldn't change already generated areas, especially the smaller starting area which you have already now built up.= You can boost the evolution to get medium/big/behemoth spawns soon...
by SyncViews
Thu May 14, 2020 10:03 am
Forum: Modding help
Topic: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
Replies: 5
Views: 205

Re: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?

You can do a fair bit with vehicles, but it relies heavily on Lua coding unfortunately, which massively limits scale (a small group of player stuff or a "boss", fine. as a common unit like normal biters/spitters? Forget it, you probably have a bunch of stuff to do per-unit per-tick.). Units perform ...
by SyncViews
Thu May 14, 2020 9:44 am
Forum: Ideas and Suggestions
Topic: Canonical web resource of versions
Replies: 16
Views: 505

Re: Canonical web resource of versions

Very much a last resort though as websites generally expect to be able to change the document structure freely, and even if they did care, hard to tell what will or won't break various parser cases. Fully parsing HTML can be a bit of a pain since it is not valid XML, doable though, or a regex on the...
by SyncViews
Tue May 12, 2020 10:41 am
Forum: Ideas and Suggestions
Topic: A change in the dynamic .Adding personnel .
Replies: 3
Views: 202

Re: A change in the dynamic .Adding personnel .

That is a bunch of separate changes there. I actually prototyped some similar things for my own interest. A lot of it seemed doable, although a lot of work, probably a team thing. The big problem I had with some similar stuff is performance, trying to control a lot of entities to do something differ...
by SyncViews
Mon May 11, 2020 1:19 pm
Forum: General discussion
Topic: Meaningful Content Update
Replies: 85
Views: 6505

Re: Meaningful Content Update

I too am of the opinion, that they definitely should not add any more biters before 1.0.0... But the absence of biter mods needing 3D modeling and rigging skills is definitely not a good indicater for the absence of players wanting them. Whether or not someone makes a biter mod introducing new unit...

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