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by Ranakastrasz
Thu Jan 02, 2020 12:25 am
Forum: Ideas and Suggestions
Topic: Automatic scouting drones
Replies: 4
Views: 209

Re: Automatic scouting drones

There are two elements in game with similar effects already. Radar, and more specifically, radar outposts. A single radar and a bunch of solar panels+ accumulators. Not sure exact ratio, but its probably easy to find. Reveals a large area, eventually, and you can build it with bots. Make a bunch of ...
by Ranakastrasz
Sun Dec 22, 2019 8:18 pm
Forum: Ideas and Suggestions
Topic: New Quickbar
Replies: 12
Views: 296

Re: New Quickbar

The only complaint I have about the new quickbar is it's lack of intuition. Dragging shortcuts aroujd copys them instead or moving or swapping. The middle mouse button is default instead of right click. There is no longer an effect where new item types show up in the bar. I am used to it, and I pref...
by Ranakastrasz
Wed Nov 27, 2019 1:24 am
Forum: Off topic
Topic: Games Like Factorio
Replies: 177
Views: 207535

Re: Games Like Factorio

I never said clones are bad. Just saying that it doesn't look like it is doing anything factorio isn't. The other examples have significant differences, despite being inspired. A clone is fine as long as it goes in a different direction, or puts it's own spin on things. Rollercoaster tycoon 1 and si...
by Ranakastrasz
Sat Nov 16, 2019 7:45 pm
Forum: Not a bug
Topic: [0.17.74] Possible bug - Cliff gaps
Replies: 9
Views: 378

Re: [0.17.74] Possible bug - Cliff gaps

I had this same issue. Removing squeakthrough fixed it. Ignoring it is also an option, albiet less satisfying.

In any case, list the mods you used. Kinda hard to help otherwise.
by Ranakastrasz
Fri Nov 08, 2019 6:36 pm
Forum: Not a bug
Topic: [0.17.76] Armor GUI doesn't change when changing armor
Replies: 3
Views: 139

Re: [0.17.76] Armor GUI doesn't change when changing armor

Not exactly a bug, but is confusing until you figure it out. And yes, I want it changed too. Opening the armor Gui opens it, but the game doesn't associate that with it being equiped armor. So, on swapping armor, it doesn't close the armor you removed, or open the one you just equipped. It makes mor...
by Ranakastrasz
Fri Nov 01, 2019 1:30 am
Forum: Modding interface requests
Topic: Rendering to render between tile layers
Replies: 1
Views: 118

Re: Rendering to render between tile layers

In Industrial Revolution, the crushed ore type tiles end up with decorations on top of it, because they are set to be below existing tiles. This would allow a fix.


Not sure if the intent is to use a string to sort layers, like recipes, or add fractions, and I have no idea how it works internally.
by Ranakastrasz
Mon Oct 28, 2019 3:06 pm
Forum: Minor issues
Topic: [0.17.72] Inserter deadlock trying to overfill assembler
Replies: 9
Views: 384

Re: [0.17.72] Inserter deadlock trying to overfill assembler

Huh. This requires science.... Lets see. Manually put in 198 items, and an inserter with access to the items. See if it puts in 3. Do it again, with 195 and two linked inserters. As in circuit enables. See if it tries to put in 3 twice. Try the same with a recipe that doesnt limit break. Try it agai...
by Ranakastrasz
Mon Oct 28, 2019 12:10 pm
Forum: Minor issues
Topic: [0.17.72] Inserter deadlock trying to overfill assembler
Replies: 9
Views: 384

Re: [0.17.72] Inserter deadlock trying to overfill assembler

By any chance, did you dump Extra items into the assembler? I do that a lot with furnaces and sometimes it clogs the system.
by Ranakastrasz
Sat Oct 26, 2019 9:39 pm
Forum: Modding help
Topic: Making trees stronger the farther they are from the spawn point
Replies: 4
Views: 154

Re: Making trees stronger the farther they are from the spawn point

I can't give much more than sanity checks. That looks like it should work.

Mod is enabled.
Data is actually running. The include file thing.
Correct entity table.
Correct field names.

Past that, find a similar mod (adjusts all entities of a type) and copy from that before making changes.
by Ranakastrasz
Fri Oct 25, 2019 4:17 am
Forum: Not a bug
Topic: [0.17.73][Modded] Outrunning map generation
Replies: 7
Views: 275

Re: [0.17.73][Modded] Outrunning map generation

This is actually vanilla. If you use Ghost Mode (No character, free movement) it is trivial to reach the edge of generated map. Never considered that they would be a mod that let you stack so much speed that it would be a legitimate issue though. The best solution I can think of is to treat incomple...
by Ranakastrasz
Sun Oct 20, 2019 7:31 pm
Forum: Ideas and Suggestions
Topic: Sulfur crystals irregular sprite?
Replies: 4
Views: 250

Re: Sulfur crystals irregular sprite?

Its not really natural, given you synthesize it.
That said, given the current sprite is clearly irregular, it should probably be either made to look artificially shaped or else natural, like you said.
by Ranakastrasz
Thu Oct 17, 2019 6:32 pm
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 38
Views: 3080

Re: Criticism: Belt Immunity Equipment

Admittedly, my opinion on the subject is that each tile should be graphivally twice the size, and all the 2x2 be shrunk to 1x1. And the squares changed to rectangles, such that the odd 1 by X gaps aren't a thing. It's actually not fun having seriously different sizes or shapes for equipment. Would b...
by Ranakastrasz
Tue Oct 15, 2019 5:00 am
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 4362

Re: Niggles and nitpicking - player preferences

The two things I think are unusual that I do. Belt lockers. In various locations I set up a little circuit thing eith a belt that turns the belt ofd if a forbidden item goes through. This because I tend to accidently contaminate things and this ensures it isn't a complete mess. Hobbiest -> normal ->...
by Ranakastrasz
Tue Oct 15, 2019 4:51 am
Forum: Modding help
Topic: Recipe components showing in random order
Replies: 3
Views: 156

Re: Recipe components showing in random order

You should check the sorting string for those items. Odds are it uses that as the order.

Admittedly I never checked, so it might be the item's internal name or something else.
by Ranakastrasz
Mon Oct 14, 2019 10:23 pm
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 38
Views: 3080

Re: Criticism: Belt Immunity Equipment

Remove it. Add the functionality to exoskeleton equipment. Alternatively. Remove it. Add it as a toggle like personal roboport or exoskeleton equipment. Alternatively Alternatively. Also my original suggestion before the equipment was added. Remove it. When standing on a belt, and not issueing a mov...
by Ranakastrasz
Sun Oct 13, 2019 1:46 am
Forum: Balancing
Topic: Gun turret range
Replies: 19
Views: 1291

Re: Gun turret range

Either A t2 gun turret, or a range upgrade maybe? And by t2 I mean extra range and nothing else.
by Ranakastrasz
Sat Oct 12, 2019 1:09 am
Forum: Balancing
Topic: Belt speeds
Replies: 24
Views: 1458

Re: Belt speeds

Isn't the extra space taken up a problem, especially in deathworld? Or are the resource costs really that much more a problem? And yes, I always end up using red and then blue underneathies early. Mainlu because distance, partly because I upgrade everything else later but using the extra distance im...
by Ranakastrasz
Fri Oct 11, 2019 11:26 pm
Forum: Balancing
Topic: Belt speeds
Replies: 24
Views: 1458

Re: Belt speeds

Considering the wide range of item crafting times and the multipliers on crafting speed in the machines, I'm not sure the factorisation of the belt speed in items/s matters much. Slowing down yellow and red in order to make 1 blue = 2 red without problems with high-speed belts might be an idea thou...
by Ranakastrasz
Thu Oct 10, 2019 4:34 am
Forum: Balancing
Topic: Tiered difficulty for nests
Replies: 19
Views: 822

Re: Tiered difficulty for nests

Grenade damage is almost irrelevant to their usefulness. Sure, its 35 base damage, but there are two factors. Splash, meaning it doesn't just hit that one big biter in 6 seconds, but rather all 10 of them, plus all the non big-biters. Sure, you have to throw a bunch, but you can throw around 2/secon...
by Ranakastrasz
Tue Oct 08, 2019 5:22 pm
Forum: Balancing
Topic: Tiered difficulty for nests
Replies: 19
Views: 822

Re: Tiered difficulty for nests

BlueTemplar wrote:
Mon Oct 07, 2019 11:25 pm
IIRC Bob's Enemies now has some spawners tiered that way ?
Yes, but there is no distribution change. The super spawners are distributed the same (Or so it seemed) as normal spawners.

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