Search found 34 matches

by Tongs
Thu Mar 27, 2025 2:43 am
Forum: Modding help
Topic: Asteroid damage
Replies: 0
Views: 273

Asteroid damage

How do I customize the damage and damage type of asteroids?

I don't see anything about this in asteroid.lua. That contains plenty of other stuff, including resistances to damage types and what to spawn (smaller asteroids) when one dies. But not the damage they do to space platforms.

I searched ...
by Tongs
Fri Feb 14, 2025 4:59 pm
Forum: Ideas and Suggestions
Topic: [Answered] Allow cryogenic plant to process ice melting
Replies: 4
Views: 572

Re: [Recipes] Allow cryogenic plant to process ice melting

I agree with the other reply: the cryogenic plant specializes in cold stuff, not heating stuff.

Regarding its balance: it is important to note that the other planets provide new production machines with built-in productivity. Yet another one would be boring. Instead, the cryogenic plant is balanced ...
by Tongs
Fri Jan 31, 2025 2:36 pm
Forum: Not a bug
Topic: [2.0.28] Mining drill expected resources ignoring resource drain
Replies: 4
Views: 578

Re: [2.0.28] Mining drill expected resources ignoring resource drain

In addition to that, it is impossible to know the full resource yield anyway due to overlapping mining areas. Two drills can mine the same tiles.

It sounds simplest to me to report on the total number of raw resources in the mining area, ignoring resource drain and overlapping mining areas.
by Tongs
Thu Aug 20, 2020 5:51 pm
Forum: Resource Spawner Overhaul
Topic: No non-starter resources near spawn in 1.0
Replies: 12
Views: 7326

Re: No non-starter resources near spawn in 1.0

Thanks. Appears to be a non-issue, then.

I guess I never noticed until now. I thought RSO ignored starting area size for resource generation, as opposed to biter generation. Clearly, I thought wrong.
by Tongs
Tue Aug 18, 2020 11:28 pm
Forum: Resource Spawner Overhaul
Topic: No non-starter resources near spawn in 1.0
Replies: 12
Views: 7326

Re: No non-starter resources near spawn in 1.0

I did increase starting area size. I thought that might have been the reason, except biters were much closer than the non-starter resources. If they started at roughly the same distance from (0, 0) that would make perfect sense to me and I would be okay with that.

I tried several maps, mostly ...
by Tongs
Mon Aug 17, 2020 6:12 am
Forum: Resource Spawner Overhaul
Topic: No non-starter resources near spawn in 1.0
Replies: 12
Views: 7326

No non-starter resources near spawn in 1.0

I upgraded to Factorio 1.0 and decided to start over. I am using whatever the latest version of RSO is via the in-game update.

When I generate a map, I get the usual starter resources at the center of the map. However, I am not seeing any non-starter resources for over 1km away. I scouted by using ...
by Tongs
Mon Mar 02, 2020 3:43 am
Forum: Gameplay Help
Topic: Artillery wagons are not attacking all static targets within range
Replies: 4
Views: 4301

Re: Artillery wagons are not attacking all static targets within range

I think I figured it out. I had the train schedule open while it was firing. The wait timer visibly filled up and the train left.

I reset the wait condition to the default five seconds. The timer moved to the right, then zipped back to zero as the wagons acquired more targets. My new artillery ...
by Tongs
Mon Mar 02, 2020 2:17 am
Forum: Gameplay Help
Topic: Artillery wagons are not attacking all static targets within range
Replies: 4
Views: 4301

Re: Artillery wagons are not attacking all static targets within range

I can understand being slow and taking a while to scan. As it is, my artillery trains take around ten seconds. However, they should not give up in the middle of scanning and tell the locomotives they are done. After watching a bit more, it seems that they will eventually get all the targets. It may ...
by Tongs
Sun Mar 01, 2020 5:42 pm
Forum: Gameplay Help
Topic: Artillery wagons are not attacking all static targets within range
Replies: 4
Views: 4301

Artillery wagons are not attacking all static targets within range

I have a series of train stops along my base's perimeter and two 2-4-2 artillery trains making their rounds.

The trains have a condition of "one second inactivity OR cargo empty" for each train stop.

Sometimes I can see static targets, worms and spawners, in range on the map view. However, the ...
by Tongs
Fri May 24, 2019 5:30 pm
Forum: Ideas and Suggestions
Topic: Do not disconnect power poles when pasting filters
Replies: 3
Views: 1480

Do not disconnect power poles when pasting filters

TL;DR
Do not disconnect power poles when pasting filters.


What ?
When copying and pasting filters, it is possible to disconnect power poles. This is because the paste function, shift+left mouse, also disconnects power poles.

Recently, in 0.17.42, I was copying stack filter inserter filters ...
by Tongs
Fri Mar 01, 2019 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.3] Portable Fusion Reactor research dependency
Replies: 4
Views: 3668

Re: [0.17.3] Portable Fusion Reactor research dependency

I agree. It does not make sense that portal fusion reactor requires military science. It simply provides power: it can support combat items such as personal laser defense, but it is not inherently combat-related. I could cram my power armor full of exoskeletons and personal roboports instead.
by Tongs
Wed Feb 27, 2019 9:40 pm
Forum: Resource Spawner Overhaul
Topic: RSO for 0.17
Replies: 74
Views: 44104

Re: RSO for 0.17

I agree, RSO should continue. I think vanilla generation is certainly better than it used to be, and is fine for the 90%+ of players who launch a rocket and move on to the next game in their Steam queue.

Those of us who like to build megabases are better off with RSO. It is easier to create larger ...
by Tongs
Fri Sep 21, 2018 9:02 pm
Forum: Ideas and Suggestions
Topic: Improve train length feedback when placing signals and stops
Replies: 2
Views: 1566

Improve train length feedback when placing signals and stops

TL;DR
When placing rail signals and train stops, indicate the number of wagons between the previous and current signals using a number.


What ?
If I have a rail signal or train stop in my hand and hover over the side of a track, show via popup a number that is the number of wagons that can fit ...
by Tongs
Fri Sep 21, 2018 8:50 pm
Forum: Outdated/Not implemented
Topic: Breaking Force upgrades and Tanks/Cars
Replies: 2
Views: 2186

Re: Breaking Force upgrades and Tanks/Cars

Looks like this is not going to happen. Duplicate from the "outdated/not implemented" subforum:

viewtopic.php?f=71&t=47579

Also, "braking" is the act of slowing a vehicle. "Breaking" is smashing it to bits.
by Tongs
Mon Aug 27, 2018 4:25 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 61276

Re: Friday Facts #257 - NPE/Campaign update

Regarding some of the comments about shallow water:

What this means is there is an area that the player - and biters - can move through but neither static defenses nor logistics can be built.

Shallow water is one way to create a zone that biters can attack through a chokepoint, but that chokepoint ...
by Tongs
Fri Apr 27, 2018 11:09 pm
Forum: Ideas and Suggestions
Topic: Limit offshore pump output depending on lake size
Replies: 29
Views: 9570

Re: Limit offshore pump output depending on lake size

I think this adds unnecessary complexity. If water should be limited, then have an offshore pump simply produce less water. More pumps would be needed, limited by availability of space along the shoreline.
by Tongs
Fri Apr 27, 2018 10:32 pm
Forum: Ideas and Suggestions
Topic: "Skybox" for map edges
Replies: 4
Views: 2508

Re: "Skybox" for map edges

I like the abstract idea, but not the implementation. I think it would look better to have a third type of water - perhaps a "very deep" water - and use that. Landfill would not work there. That would look more realistic than dropping off into space, or having a black edge like the world is ...
by Tongs
Sat Dec 16, 2017 5:47 am
Forum: Resolved Problems and Bugs
Topic: [0.16.3] Grammar of achievements disabled - biters settings
Replies: 4
Views: 2253

Re: [0.16.3] Grammar of achievements disabled - biters settings

Loewchen wrote:
Also, "setting" should be "settings" to agree with "is" which is singular.
You mean the other way round?
Yes, of course, thanks. I reported a grammar issue but messed up the grammar in my own post :oops:
by Tongs
Fri Dec 15, 2017 4:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.3] Grammar of achievements disabled - biters settings
Replies: 4
Views: 2253

[0.16.3] Grammar of achievements disabled - biters settings

Achievement text in US-English locale when an achievement is disabled due to biter settings reads:

This achievement can't be unlocked when enemy base settings is lower then default.

"then" should be "than". Also, "settings" should be "setting" to agree with "is" which is singular.

More ...
by Tongs
Thu Dec 14, 2017 7:58 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos] [0.16.0] Starting area has no water
Replies: 20
Views: 12342

Re: [TOGos][16.0] Starting area has no water

I have to agree with Twinsen here. I have generated a dozen or two maps on 0.16.x (not 170 though) without any mods active. While there were maybe two that were unworkable, the majority were fine. They were certainly inconsistent in that some looked to be easier than others, but that is to be ...

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