Search found 26 matches
- Sun Dec 01, 2019 12:10 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 398700
Re: [MOD 0.17] Industrial Revolution
All the Blueprint and roboport extended commands next to the hotbar are locked because I only have clockwork bots, but without those functions they're not that useful. It says that they're unlocked with the Roboport equipment technology, either the mod should change the unlocking condition, or if th...
- Sat Aug 18, 2018 7:38 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 52193
Re: Friday Facts #256 - The little things 3
That belt immunity item feels like a rather hacky thing. It would make a lot more sense to grandfather this feature into robolegs, or make a whole new item that lets you hover over the gamefield, ignoring belt movement and letting you effectively phase through buildings.
- Wed Jun 03, 2015 2:18 am
- Forum: Resolved Problems and Bugs
- Topic: Mission containers are too small.
- Replies: 0
- Views: 818
Mission containers are too small.
When the stack sizes were changed and shrunk, the number of slots in the wrecks in the campaign missions weren't adjusted. This makes the stacks overflow and simply get lost when the level is generated.
- Tue Jun 10, 2014 4:53 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 20191
Re: 2^x vs y*10^x
Honestly, if The 2^x system isn't going to stick, I'd rather that the entire stack-based inventory be dropped altogether. Better to just switch to a list-based inventory, changing the "place half" commands to "place 10", and giving items a volume along with giving containers a ma...
- Mon Jun 09, 2014 1:22 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 20191
Re: 2^x vs y*10^x
We also like 2^x as we are geeks, but we are not geeks enough to be able to count 128*17 quickly. In what factorio scenario do you need to calculate that? Besides the already discussed scenario of using a requester chest, which is what should have been edited in the first place. I've had to split s...
- Sun Jun 08, 2014 1:21 am
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 20191
Re: 2^x vs y*10^x
This change was introduced, because we don't want to have two different bases (2 AND 10, that really don't makes sense). In the end there was a tendency for 10 instead of 2 - as it is now. And what was so bad about the alternative of making the requester system use the number of stacks for large nu...
- Sun Jun 08, 2014 1:11 am
- Forum: News
- Topic: Friday Facts #37
- Replies: 80
- Views: 51477
Re: Friday Facts #37
I think there would have been less complaints if they had rounded up :P, so 64 = 100 stack, 128 = 200 stack, 256 = 300 stack. You still get power of 10, plus buff instead of nerf :) Yeah, there might have been less complaints, but personally, I'd dislike larger stacks with a power of ten as much. S...
- Sat Jun 07, 2014 11:04 am
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 20191
Re: 2^x vs y*10^x
Powers of two is just more sensible. Just look at how it was a huge debate when Minecraft entered alpha for its survival mode, and in the end, powers of two survived because that was what the world itself was based on. I made a mod for those who want to play 0.10.0 with the proper numbers (and buffe...
- Sat Jun 07, 2014 10:44 am
- Forum: General discussion
- Topic: wow that train nerf. (stack size changes)
- Replies: 17
- Views: 8581
Re: wow that train nerf. (stack size changes)
Yeah, I really dislike the new stack sizes, they're ever so less dignified. 50 ore/stack, 15 stacks per carriage, you need a disgustingly long train to make train transport dominate a stupidly long conveyer belt. I made a nice little mod to cover both of these problems . Stack sizes back to "no...
- Sat Jun 07, 2014 10:20 am
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 71623
Re: Version 0.10.0
Not only do we need even more chests now, the full chests in previous saved games had more than 20% of their contents deleted. That's just wrong. I made a little mod to return the powers of two. Ugh, there should have been a bold warning if that's the case. Did you try pulling everything out by ins...
- Sat Jun 07, 2014 10:14 am
- Forum: Implemented Suggestions
- Topic: Switch the names of the "news" and "updates" subforums.
- Replies: 6
- Views: 2527
Re: Switch the names of the "news" and "updates" subforums.
It wouldn't. subforum IDs are a pure number. Ideally, all they need to do is rename forum f=3 to updates, and forum f=38 to news.MF- wrote:It shall better not change their RSS feed IDs.
- Sat Jun 07, 2014 9:19 am
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 71623
Re: Version 0.10.0
Not only do we need even more chests now, the full chests in previous saved games had more than 20% of their contents deleted. That's just wrong.
I made a little mod to return the powers of two.
I made a little mod to return the powers of two.
- Sat Jun 07, 2014 8:53 am
- Forum: Mods
- Topic: [0.10.0] Square Stack Sizes, return to the powers of two.
- Replies: 5
- Views: 8747
[0.10.0] Square Stack Sizes, return to the powers of two.
For those who dislike the new version's stack sizes, I'd like to present my small contribution. The name is a little misleading. All stack sizes have been set to a number equal to a power of two. Yeah, I know 2^(2n+1) isn't a square number. If I did it all correctly, all stack sizes have been return...
- Sat Jun 07, 2014 8:14 am
- Forum: News
- Topic: Friday Facts #37
- Replies: 80
- Views: 51477
Re: Friday Facts #37
the power of 2 is nice and geeky :) but when i play, i calculate everything in 10* system. so it was a good idea to change it. If you really use 10^x, look at the number of stacks at each level. For 10^x, and a stack size of 100, it goes 1, 1, 1, 10, 100. If you're estimating with just 10^x, you've...
- Fri Jun 06, 2014 11:28 pm
- Forum: News
- Topic: Friday Facts #37
- Replies: 80
- Views: 51477
Re: Friday Facts #37
Stacks are now 10 based, to match the circuit/requester settings, the amount might change, they were mostly changed to the nearest suitable value. Please, no. Return to the powers of two model. You're like that evil NASA executive who demanded that the Engineers use imperial instead of metric. Chan...
- Fri Jun 06, 2014 8:01 pm
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 71623
Re: Version 0.10.0
Inserter/requester count values should have been changed to match the x^2 stack sizes, not the other way around.
Mainly because it leaves the game open to make "doubled stack sizes" to be a viable tech upgrade.
Mainly because it leaves the game open to make "doubled stack sizes" to be a viable tech upgrade.
- Fri Jun 06, 2014 10:11 am
- Forum: Implemented Suggestions
- Topic: instead of dying, restart in clone center / cloning /respawn
- Replies: 8
- Views: 3886
Re: instead of dying, restart in clone center
Also, as a bonus, a functioning robot building center offers several advantages: Let the player switch between bodies. Possibly as a tech upgrade, allow a player to make a simple robot macro, repeating a simple sequence of tasks. An easy way to "patch in" to a friend's existing game. Also,...
- Fri Jun 06, 2014 8:25 am
- Forum: Implemented Suggestions
- Topic: Switch the names of the "news" and "updates" subforums.
- Replies: 6
- Views: 2527
Switch the names of the "news" and "updates" subforums.
The news forum lists all the updates, and the updates forum discusses all the news.
- Wed Jun 04, 2014 5:12 am
- Forum: Ideas and Suggestions
- Topic: Replace Burner miner/inserter with a simpler generator
- Replies: 0
- Views: 2107
Replace Burner miner/inserter with a simpler generator
Once you pass the tutorial, the burner inserter is completely pointless. It would make more sense to make a backup generator unit which would do all the burning for the slow inserter and the small miner. The portable generator could act like a substation with a smaller aura, giving it a long-term vi...
- Wed Jun 04, 2014 4:55 am
- Forum: Ideas and Suggestions
- Topic: Roads (stone, asphalt)/moving+driving quicker
- Replies: 26
- Views: 12292
Re: Stone road - Make your character move quicker
In the meantime, conveyer belts can do this mostly.