Search found 435 matches

by Rahjital
Sat Dec 09, 2017 1:59 pm
Forum: Modding interface requests
Topic: LuaTrain weight_modifier
Replies: 0
Views: 828

LuaTrain weight_modifier

Would it be possible to change train weight, not per entity but for entire LuaTrains? Simply a Lua-controlled modifier that gets added to the total train weight, if that can be done. This would be great for mods adding weight to train cargo, adding dead weight purposefully for more biter-crushing po...
by Rahjital
Tue Jul 25, 2017 5:36 pm
Forum: General discussion
Topic: 0.15 train speed
Replies: 3
Views: 3089

Re: 0.15 train speed

Someone did: https://www.reddit.com/r/factorio/comments/6bgmvh/01510_train_max_speed_per_fuel_type/ Drag is depending on what car is in front fyi, I assume those measurements had the locomotive in front. That table is not accurate. A 1-4 coal-powered train can reach max speed without difficulty. In...
by Rahjital
Mon Nov 21, 2016 4:53 pm
Forum: Combinator Creations
Topic: Movie Player
Replies: 86
Views: 456908

Re: Movie Player

Holy crap, 34 megabytes of memory! With that you could store the entirety of Doom 1 and 2 and still have 8MB to spare. That's seriously impressive!
by Rahjital
Fri Aug 05, 2016 5:07 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 35627

Re: Friday Facts #150 - New Terrain Experiments

How about a swampy biome, one that would actually affect gameplay by slowing players down and perhaps even disallowing building?
by Rahjital
Sun Jul 31, 2016 8:02 am
Forum: Balancing
Topic: Alien evolution in 0.13 - too slow?
Replies: 12
Views: 4579

Re: Alien evolution in 0.13 - too slow?

Electric furnaces pollute more until you stuff them with efficiency modules, so you may have accidentally avoided some pollution by delaying the upgrade.
by Rahjital
Tue Jul 26, 2016 3:59 pm
Forum: Implemented mod requests
Topic: LuaPlayer::close_entity()
Replies: 0
Views: 786

LuaPlayer::close_entity()

A method to close the GUI of currently opened entity. Using this together with LuaPlayer::opened would finally allow mods to have custom entity GUI without having to resort to special items used to open it.
by Rahjital
Sat Jul 23, 2016 11:41 am
Forum: Implemented mod requests
Topic: [0.13.10] Burner energy_source doesn't work in certain entity types
Replies: 3
Views: 1684

Re: [0.13.10] Burner energy_source doesn't work in certain entity types

Yeah, things like roboports and laser turrets are unlikely to use burner energy outside of some esoteric mods. On the other hand, there already are mods that implement hacky solutions to have electric trains and burner lamps, and I stumbled upon this when I tried to make a burner radar. The fix woul...
by Rahjital
Sat Jul 23, 2016 11:07 am
Forum: Implemented mod requests
Topic: [0.13.10] Burner energy_source doesn't work in certain entity types
Replies: 3
Views: 1684

[0.13.10] Burner energy_source doesn't work in certain entity types

Recently I've been in need of a burner-powered radar for a mod of mine, but discovered that there's no way to actually fuel them in the game, neither manually nor with console commands. This got me to test burner energy with more entity types. Here's what I found: Burner assemblers and labs work wel...
by Rahjital
Fri Jul 22, 2016 6:26 pm
Forum: News
Topic: Friday Facts #148 - Optimizations for 0.14
Replies: 49
Views: 28765

Re: Friday Facts #148 - Optimizations for 0.14

Very interesting! A belt performance improvement would be a big boon for large factories, currently the near-universal advice from large scale builders is to ditch belts in favour of bots because they run faster.

One thing I'm wondering is, how much impact would this have on modding?
by Rahjital
Mon Jun 20, 2016 12:31 pm
Forum: Mods
Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
Replies: 28
Views: 39386

Re: [MOD 0.12.16] Displaying range of turrets [v1.1.2]

Here's an updated version of the mod. Should fix the issues with concrete deleting the indicators and the subsequent crash, so if you had a save ruined by 1.1.2, this should be able to fix it. Also fixes a couple of other potential bugs.
by Rahjital
Fri Jun 10, 2016 8:56 pm
Forum: Outdated/Not implemented
Topic: Accumulator usage cutoff points
Replies: 3
Views: 1619

Re: Accumulator usage cutoff points

These technologies would require several things: 1) accumulators capacity at combinator 2) some sort of "switch" power pole that transmits or blocks energy flow. with circuit network conditions Those two are coming in 0.13, so with some planning it will be possible to do this player-side ...
by Rahjital
Fri Jun 10, 2016 2:33 pm
Forum: Implemented mod requests
Topic: Full access to prototype info at runtime
Replies: 19
Views: 5270

Re: Full access to prototype info at runtime

Would it be possible to instead allow the data.lua and control.lua phases of mods communicate somehow? That way we could do this on our own without dev support, at our own peril.
by Rahjital
Sun Jan 31, 2016 7:58 pm
Forum: Pending
Topic: [0.12.3] [pending] Opening placed entities speeds up their sound
Replies: 5
Views: 12088

Re: [0.12.3] [pending] Opening placed entities speeds up their sound

I've had this same issue practically on every playthrough, but it's so minor that I always forget to report it. But yes, quitting makes it go away, though it usually just randomly happens again later on.
by Rahjital
Fri Jan 29, 2016 11:29 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 73559

Re: Friday Facts #123 - Better circuit network (Part 2)

Sounds interesting, but won't this limit building possibilities in some ways? After all there's only a certain limited amount of spots around your machinery, so the amount of combinations you can make is finite. Won't chests be reduced from 5 "inputs" (4 machines at each side + circuit net...
by Rahjital
Sun Jan 24, 2016 4:09 pm
Forum: Implemented Suggestions
Topic: Support for A.I.
Replies: 2
Views: 10021

Re: Support for A.I.

The modding interface already has all you need to make a bot.
by Rahjital
Sun Jan 24, 2016 3:30 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 192476

Re: Solar panels less of a no-brainer

I think the actual underlying question here is not "Why is solar so OP?", it is "Why does the majority of players gravitate towards solar?" The same thing happens with steel and electric furnaces, most people go for electric furnaces even though steel ones are either more efficie...
by Rahjital
Tue Sep 29, 2015 2:59 pm
Forum: General discussion
Topic: Guys, How do you feel about the killing power of tanks.
Replies: 26
Views: 18908

Re: Guys, How do you feel about the killing power of tanks.

Tanks suck for the same reason flamethrower sucks, they have no upgrades. You can't upgrade their speed or durability, you can't upgrade the cannon at all, you can't upgrade the machinegun rate of fire (and bullet damage itself doesn't cut it), and to top it off, they were supposed to need only gree...
by Rahjital
Fri Sep 04, 2015 10:41 pm
Forum: News
Topic: Friday Facts #102 - Getting close
Replies: 32
Views: 35500

Re: Friday Facts #102 - Getting close

Aw, I hoped the power switch would have been 1x1 or 1x2. 2x2 is huge!

Also it's great to hear the FactorioMods is going to be (well, sort of) made official. It's so much better than the silly fractured mod forums we have, but it's not used nearly enough...
by Rahjital
Wed Sep 02, 2015 7:46 am
Forum: Balancing
Topic: Piercing rounds recipe should include regular rounds
Replies: 21
Views: 15337

Re: Piercing rounds recipe should include regular rounds

The point of this suggestion is to make piercing rounds have a more complex recipe, though. Recycling machines don't help with that unfortunately.
by Rahjital
Fri Aug 28, 2015 9:26 pm
Forum: News
Topic: Friday Facts #101 - The players are real people
Replies: 96
Views: 61300

Re: Friday Facts #101 - The players are real people

Ah, euroskepticism! That's all you need to confirm Kovarex is truly Czech :D But yeah, I would also enjoy it if future FF's were oriented about the game itself. I understand there's not much to write about and that there's pressure to put at least something in the weekly blog post, but I think peopl...

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