Search found 75 matches

by FunMaker
Mon Jan 11, 2021 8:47 am
Forum: Mods
Topic: [MOD 1.0] Global Tick Time Scale - Change Base UPS/FPS
Replies: 44
Views: 12048

Re: [MOD 1.0] Global Tick Time Scale - Change Base UPS/FPS

Great Mod! Loving it. I have 2 Suggestions: If i am correct, it seems, that fluid throughput is not affected by your mod. If you multiply the maximum fuild of an entity with (60 / CURRENTFPS) you would increase the throughput so that it should match other modifications. If a player uses the same blu...
by FunMaker
Sat Nov 28, 2020 12:39 pm
Forum: General discussion
Topic: Anyone use barrels?
Replies: 76
Views: 11776

Re: Anyone use barrels?

I am currently playing a game with Angels and Bobs. Additionally i use https://mods.factorio.com/mod/crafting_combinator So i switch Recipes very often. The problem with switch recipes with assemblers that output different styles of fluids is, that cleaning the pipe network with pumps is not reliabl...
by FunMaker
Sun Nov 01, 2020 10:28 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 36485

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

I feel great with these changes. But there is one thing that bothers me. Keeping Copper Wire Connections between poles in a blueprint is a great feature. But connecting wires to existing contents "as usual" while placing a blueprint should be an option. Imaging a blueprint, that contains a...
by FunMaker
Sun Oct 04, 2020 10:03 pm
Forum: Gameplay Help
Topic: Evaluation order of circuit entities
Replies: 7
Views: 902

Re: Evaluation order of circuit entities

You can test any of the 2 behavior in game by using the editor, (/editor) it has a function that allows you to proceed tick by tick. I am not sure i understand what would be the effect in game though. And if there is no difference in game i can't understand why it would matter. I think none of opti...
by FunMaker
Sun Oct 04, 2020 9:23 pm
Forum: Gameplay Help
Topic: Evaluation order of circuit entities
Replies: 7
Views: 902

Re: Evaluation order of circuit entities

Not exactly. My question is: Will all entities see a change of value in the same tick? Imagine a network: - One Combinator outputs nothing in tick 0, A = 1 in tick 1, and A = 2 in tick 2 - Other combinators read in tick 0, tick 1, tick 2 There are 2 possibilities: Option 1: Entities read different v...
by FunMaker
Sun Oct 04, 2020 7:35 pm
Forum: Gameplay Help
Topic: Evaluation order of circuit entities
Replies: 7
Views: 902

Evaluation order of circuit entities

I searched the forum and internet and did not find any proper answer. I darkly remember, that the evaluation order of circiut entities in the order of placement in the world. Is this correct? The question for me is: If i have a clock for synchronization of all calculations of other circuit entities....
by FunMaker
Tue Sep 08, 2020 1:22 pm
Forum: Not a bug
Topic: [0.17.79] Trees block biter bases on world generation
Replies: 6
Views: 791

Re: [0.17.79] Trees block biter bases on world generation

If you declare this "not a bug", then there should be a note at higher tree settings in the preview window that the result may not be accurate. I'm half okay with the idea, that trees are generated first and block enemy bases (In fact imho this is just a order of execution problem). It doe...
by FunMaker
Fri Mar 20, 2020 6:06 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 37241

Re: Friday Facts #339 - Beacon HR + Redesign process

I am okay with the look of it (it's not great, but okay). But the main issue: Why did you not take the opportunity to visualize the included modules in the beacon?
by FunMaker
Thu Oct 17, 2019 8:32 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: ~1k SPM "Drive everywhere base"
Replies: 2
Views: 2073

Re: ~1k SPM "Drive everywhere base"

I tested the mod on my map and it worked great. i cut the train count by 60%. The only problem i had was that i had to change the wagon sizes to default sizes so LTN would work with you mod without too much hassle
by FunMaker
Thu Sep 12, 2019 10:42 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: ~1k SPM "Drive everywhere base"
Replies: 2
Views: 2073

~1k SPM "Drive everywhere base"

Hi folks, _ Just klick on the screenshots at the end of the post. After that, if you think "wtf is that?", read on. i just wanted to share with you my ~1k spm base. It was just a prove of concept, nothing more. I used LTN because of the sheer benefit for the playstyle, but it could be done...
by FunMaker
Fri May 17, 2019 6:21 pm
Forum: Combinator Creations
Topic: Train operated potentiometer
Replies: 7
Views: 4012

Re: Train operated potentiometer

Sorry, that i overlooked your answer for so long. Following my suggestion, you would move the train by manual driving forward and backward and measuring how many chain signals show a blocked state
by FunMaker
Mon Apr 29, 2019 7:32 pm
Forum: Ideas and Suggestions
Topic: [0.17] Link Production and Consumption scaling graphs
Replies: 3
Views: 540

[0.17] Link Production and Consumption scaling graphs

It would be nice if it would be possible to link the scaling of the production&consumption graphs to the same scale. Currently is is tedious to compare them.
by FunMaker
Sat Mar 16, 2019 9:58 am
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 18954

Re: Lategame mining options are lacking

i have done several things. and for me me the best way is "smelt where you mine" it reduces train traffic by a huge margin. If train tunnels would be available i would change to a huge, smart smelting area because train acceleration because of crossing tracks is a huge problem(and i think ...
by FunMaker
Thu Mar 14, 2019 12:49 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 18954

Re: Lategame mining options are lacking

I started a new 0.17 map and there is one point that bothers me alot with lategame mining. Sure there needs to be a good lategame option for mining where you should get ore really fast and that forces the player to burn his mind to get it working. But the most simple problem in lategame mining for ...
by FunMaker
Tue Mar 12, 2019 11:15 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 18954

Re: Lategame mining options are lacking

i can't create such a blueprint because i need to have a gigantic ore field to prepare this blueprint that covers most ore fields. Start an all-sand no-biter sandbox map and do /c p=game.player p.surface.request_to_generate_chunks({0,0},64) p.surface.force_generate_chunk_requests() for x=100,300 do...
by FunMaker
Tue Mar 12, 2019 9:43 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 18954

Re: Lategame mining options are lacking

I started a new 0.17 map and there is one point that bothers me alot with lategame mining. Sure there needs to be a good lategame option for mining where you should get ore really fast and that forces the player to burn his mind to get it working. But the most simple problem in lategame mining for m...
by FunMaker
Tue Mar 12, 2019 9:44 am
Forum: General discussion
Topic: How many main bus lines do you generally use?
Replies: 41
Views: 20972

Re: How many main bus lines do you generally use?

1 Iron Plates 1 Cog Wheels 1 Green Circuits 1 Copper 1 Green Circuits 1 Cog Wheels 1 Iron Plates This is only for the bootstrap factory, other materials are feeded as needed and are not built into the bus. While going for oil i build up a train network because conveyors are not ment for high through...
by FunMaker
Tue Mar 05, 2019 8:34 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 29704

Re: Friday Facts #284 - 0.17 experimental

I updated to 0.17 and did not play a second yet. But i had to give feedback on the ui i seen in the menue: All hover graphics look like Photoshop Default Layer Glow Effect (cheap) UI Elements look like they are made for touch devices (big, bulky buttons) Mod Manager download bar is not very informat...
by FunMaker
Mon Mar 04, 2019 9:19 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 4415

Re: Some thoughts on 0.16 -> 0.17

I did not play 0.17 yet. But what about the easy way - killing all biters in pollution range. For me this was the easiest way to come by with the biters in 0.16. Indeed it is boring as hell and i think the devs should adress this.
by FunMaker
Mon Oct 08, 2018 8:22 am
Forum: Combinator Creations
Topic: Train operated potentiometer
Replies: 7
Views: 4012

Re: Train operated potentiometer

I would recommend using chain signals and adding the signals that are red. IMHO it's easier to maintain and you have finer control over the selected value

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