Search found 55 matches

by hyspeed
Sat Aug 17, 2019 3:12 am
Forum: Maps and Scenarios
Topic: Factorio Abandoned Colony/Cities (WIP and really large map)
Replies: 65
Views: 17531

Re: Factorio Abandoned Colony/Cities (WIP and really large map)

I have explored this scenario using a train as much as I can.

This is a fantastic creation!

Much appreciation to you, the Creator.

jon
by hyspeed
Sun Feb 17, 2019 5:42 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 10377

Re: Roboport Grid Layout v04

Hey maybe it's a bit too late, but "Book: Outposts, Depots, Power, Rails v04" URL leads to 404. Would be nice to fix that. Thanks! :) I plan to release a version 6 once 0.17 drops and I re-do science. I've made lots of improvements and am wanting to share! jon Oh I see, makes lots of sense! Patient...
by hyspeed
Sat Feb 16, 2019 10:51 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 10377

Re: Roboport Grid Layout v04

FuryFairy wrote:
Sat Feb 16, 2019 1:20 pm
Hey maybe it's a bit too late, but "Book: Outposts, Depots, Power, Rails v04" URL leads to 404. Would be nice to fix that. Thanks!
:)

I plan to release a version 6 once 0.17 drops and I re-do science. I've made lots of improvements and am wanting to share!

jon
by hyspeed
Sat Oct 06, 2018 10:56 pm
Forum: Modding help
Topic: Deleted Resource Help
Replies: 6
Views: 256

Re: Deleted Resource Help

Just out of curiosity, which idiot (mod) is running around deleting base prototypes like that instead of removing the autoplace? Omnimatter. And it removes the autoplace too: data.raw.resource["crude-oil"] = nil data.raw["autoplace-control"]["crude-oil"] = nil data.raw.resource["iron"] = nil data.r...
by hyspeed
Sat Oct 06, 2018 4:01 am
Forum: Modding help
Topic: Deleted Resource Help
Replies: 6
Views: 256

Re: Deleted Resource Help

Thank you.

(I would love to be smart enough to figure that out by reading the API docs.) :)

jon
by hyspeed
Sat Oct 06, 2018 2:42 am
Forum: Modding help
Topic: Deleted Resource Help
Replies: 6
Views: 256

Deleted Resource Help

Hi, I have a mod (Factorio World) that spawns basic resources when a player is teleported to a location: surface.create_entity({name="crude-oil", amount=START_OIL_AMOUNT, position={oil_patch_x, oil_patch_y}}) (This is done in a script called from control.lua.) However, I have learned that at least o...
by hyspeed
Mon Jul 09, 2018 5:53 am
Forum: Multiplayer / Dedicated Server
Topic: Full headless server setup guide
Replies: 20
Views: 19279

Re: Full headless server setup guide

I recall having a similar problem.

I _think_ I re-zipped the file one a Windows PC to a .zip file so that it would be recognized by the unzip command.

jon
by hyspeed
Sat Jun 23, 2018 12:40 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 9391

Re: Aren't construction bots available too late?

What puzzles me is that I have never seen a design or blueprint for a starter base to produce them early on . Could there be something else needed that we've missed? The first modular armor is relative difficult. Yes, we already concluded that "personal/portable bots" are not viable at the red/gree...
by hyspeed
Mon Jun 18, 2018 2:30 pm
Forum: Questions, reviews and ratings
Topic: Mod for belt immunity
Replies: 4
Views: 808

Re: Mod for belt immunity

Hi,

I feel the same way.

I took a look at the mod that fits into power armor and I think it would possible to change it to be based on a different item. It is currently based on the Night Vision item.

Perhaps the pistol?
I will put a comment in the mod discussion.


jon
by hyspeed
Thu Jun 07, 2018 11:29 pm
Forum: Technical Help
Topic: [16.39]Error loading scenario save after game update.
Replies: 4
Views: 535

Re: [16.39]Error loading scenario save after game update.

I just had this happen with today's update. That's too frustrating to deal with.

Thanks for the info, at least I know the cause.
by hyspeed
Fri Jun 01, 2018 9:18 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 21129

Re: Friday Facts #245 - Campaign concept

Hi, I would like to see the blue science packs tweaked. The numbers for it just don't seem to fit correctly with the other science packs. I think the attached image explains it better than I can. ScienceFactories.png I think simply reducing the cycle time to 8 or 10 seconds (from 12) would help bala...
by hyspeed
Sat Jan 20, 2018 12:41 am
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 16979

Re: Friday Facts #226 - New mod portal & other news

Hi,

As for conventions, there is a series here in the US called PAX.

I think you should attend some of those.


jon
by hyspeed
Fri Dec 29, 2017 2:52 pm
Forum: Mods
Topic: [MOD 0.15] More Floors 1.2.3
Replies: 77
Views: 15333

Re: [MOD 0.15] More Floors 1.2.3

Thanks!

I am considering it, but until the compressed belts decision is changed, I won't be working on it. Without the inserters fully compressing the belts, I would have to do a lot of re-work and would lose what efficiency there is in the layouts.

jon
by hyspeed
Thu Nov 16, 2017 1:36 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 10377

Re: Roboport Grid Layout v04

Hi,

I haven't played in a while, but this is the last save I worked on.


jon
by hyspeed
Tue Aug 22, 2017 12:51 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 10377

Re: Roboport Grid Layout v04

Hi, Rocket science is sent to the labs along the right side of the map and grid. Out of the launching area, there is a belt that goes a bit left, then up for a couple grids, then goes all the way to the right and up to the science area. In the research grid, there is a belt along the right side that...
by hyspeed
Thu Aug 17, 2017 10:01 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 10377

Re: Roboport Grid Layout v04

Thanks!

I am hoping with 0.16 the belts will be more optimized and the base will be better.

I may also create a bot version of this - e.g. migrate this to bots.

jon
by hyspeed
Sun Jul 09, 2017 8:24 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 10377

Roboport Grid Layout v04

Hi, A while ago, I shared my Roboport Grid Layout and here is an updated version for 0.15. The basic idea is a series of grids that are 48x48 tiles with a 2 tile 'walkway' in between. This sizing allows for complete roboport coverage. The exception is the center 'main bus' which is 58 high x 48 wide...
by hyspeed
Thu Jun 08, 2017 11:37 am
Forum: Ideas and Suggestions
Topic: Add ability to blueprint trains
Replies: 24
Views: 3001

Re: Add ability to blueprint trains

I would love to set the filters on the cargo wagon from a blueprint. Currently, when I move to a new save, I have to create a screenshot of my specialty trains (solar, combat, outpost), then manually put these filters into the new wagon. I only do this once per map, so it isn't something I paste rep...
by hyspeed
Wed May 24, 2017 2:48 am
Forum: Multiplayer / Dedicated Server
Topic: Full headless server setup guide
Replies: 20
Views: 19279

Re: Full headless server setup guide

Hi,

Have you made any progress on your update?

I plan to install a server over the upcoming holiday weekend (US).

thanks,
jon
by hyspeed
Sat May 06, 2017 4:31 pm
Forum: Mods
Topic: [MOD 0.15] More Floors 1.2.3
Replies: 77
Views: 15333

Re: [MOD 0.14] More Floors 1.0.6

Hi,

Are the two new arrow floors supposed to have walking speeds of 170% & 165% or should they be 175% & 180%?
They are more expensive in terms of iron.


thanks,
jon

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