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.
Search found 31 matches
- Thu Aug 20, 2020 5:51 pm
- Forum: Resource Spawner Overhaul
- Topic: No non-starter resources near spawn in 1.0
- Replies: 12
- Views: 5388
- Tue Aug 18, 2020 11:28 pm
- Forum: Resource Spawner Overhaul
- Topic: No non-starter resources near spawn in 1.0
- Replies: 12
- Views: 5388
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 varian...
- Mon Aug 17, 2020 6:12 am
- Forum: Resource Spawner Overhaul
- Topic: No non-starter resources near spawn in 1.0
- Replies: 12
- Views: 5388
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 c...
- Mon Mar 02, 2020 3:43 am
- Forum: Gameplay Help
- Topic: Artillery wagons are not attacking all static targets within range
- Replies: 4
- Views: 2584
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 train...
- Mon Mar 02, 2020 2:17 am
- Forum: Gameplay Help
- Topic: Artillery wagons are not attacking all static targets within range
- Replies: 4
- Views: 2584
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 ...
- Sun Mar 01, 2020 5:42 pm
- Forum: Gameplay Help
- Topic: Artillery wagons are not attacking all static targets within range
- Replies: 4
- Views: 2584
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,...
- Fri May 24, 2019 5:30 pm
- Forum: Ideas and Suggestions
- Topic: Do not disconnect power poles when pasting filters
- Replies: 3
- Views: 1094
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 for a tr...
- Fri Mar 01, 2019 8:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.3] Portable Fusion Reactor research dependency
- Replies: 4
- Views: 2917
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.
- Wed Feb 27, 2019 9:40 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.17
- Replies: 74
- Views: 37877
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, ...
- Fri Sep 21, 2018 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Improve train length feedback when placing signals and stops
- Replies: 2
- Views: 1178
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 betwe...
- Fri Sep 21, 2018 8:50 pm
- Forum: Outdated/Not implemented
- Topic: Breaking Force upgrades and Tanks/Cars
- Replies: 2
- Views: 1773
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.
viewtopic.php?f=71&t=47579
Also, "braking" is the act of slowing a vehicle. "Breaking" is smashing it to bits.
- Mon Aug 27, 2018 4:25 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 49184
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 c...
- Fri Apr 27, 2018 11:09 pm
- Forum: Ideas and Suggestions
- Topic: Limit offshore pump output depending on lake size
- Replies: 29
- Views: 6837
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.
- Fri Apr 27, 2018 10:32 pm
- Forum: Ideas and Suggestions
- Topic: "Skybox" for map edges
- Replies: 4
- Views: 1967
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 i...
- 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: 1825
Re: [0.16.3] Grammar of achievements disabled - biters settings
Yes, of course, thanks. I reported a grammar issue but messed up the grammar in my own postLoewchen wrote:You mean the other way round?Also, "setting" should be "settings" to agree with "is" which is singular.
- 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: 1825
[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 &q...
- 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: 10029
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 expect...
- Thu Dec 14, 2017 7:49 pm
- Forum: Not a bug
- Topic: [0.16.0] [Win] Boiler does not provide steam
- Replies: 3
- Views: 1660
Re: [0.16.0] [Win] Boiler does not provide steam
Press the alt key to show additional information. Among other things, it will show you where the inputs and outputs of buildings are and what material or fluid they consume or produce.
- Fri Oct 20, 2017 5:55 am
- Forum: Ideas and Suggestions
- Topic: xbox 360 controller
- Replies: 33
- Views: 17737
Re: Controller Support (XBOX360/Steam Controller)
If you want the convenience of a controller (e.g. sitting on the couch) why not add the power of keyboard and mouse? Get a lap desk.
- Fri Oct 20, 2017 5:50 am
- Forum: Ideas and Suggestions
- Topic: Balance (lategame) improvements
- Replies: 3
- Views: 1583
Re: Factorio (lategame) improvements
"more optimized and more efficient?" Sounds like blueprints and construction robots with a personal roboport. Assemblers have tiers that are not only more efficient (faster), but more capable. Assembler MK2 can create many items that MK1 cannot, due to resource limitations. MK3 can produce...