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by Ranakastrasz
Thu Jul 23, 2020 7:57 pm
Forum: Ideas and Requests For Mods
Topic: Playing on the net of a cube.
Replies: 6
Views: 233

Re: Playing on the net of a cube.

The only thing that jumps out at me is that trains would probably explode from the transition and probably can't be properly teleported with train AI. Aside from that and the borders between squares, a non-linear simulation should be at least plausable. I would suggest only allowing a limited number...
by Ranakastrasz
Tue Jul 21, 2020 2:06 pm
Forum: General discussion
Topic: A critique of Factorio’s power generation systems
Replies: 42
Views: 3306

Re: A critique of Factorio’s power generation systems

Certainly something like that. Obviously 'fun' is different for different folks! I just think it's very overlooked - apart from poles I'm not sure it's been updated since the dark ages. I have no LUA experience but would be happy to devote some time to help develop a mod. Unfortunately it is not po...
by Ranakastrasz
Mon Jul 20, 2020 11:25 pm
Forum: Outdated/Not implemented
Topic: Change the name of "steel plate" to "iron beam"
Replies: 20
Views: 822

Re: Rename "steel plate" to "steel beam"

Changing the internal name shouldn't be a huge deal, seeing as I still clearly remember when "Basic" got snipped off of a ton of things, since there wasnt exactly advanced versions to compare them to. Broke lots of mods, but migration meant saved games still worked.
by Ranakastrasz
Fri Jul 17, 2020 10:11 pm
Forum: Spread the Word
Topic: A chance encounter
Replies: 4
Views: 583

Re: A chance encounter

Not sure where I learned about it, but my guess would be the Minecraft Industrialcraft forum. Or maybe searching for games like minecraft. It has been a while.
by Ranakastrasz
Thu Jul 16, 2020 9:30 pm
Forum: General discussion
Topic: A critique of Factorio’s power generation systems
Replies: 42
Views: 3306

Re: A critique of Factorio’s power generation systems

I remember being disappointed with the reactor system when it was added. Mainly because it had hints of the Industrialcraft reactors, which were very complex and detailed, with a number of tradeoffs. The reactors we got were much less interesting. But, they worked, and could replace massive solar fi...
by Ranakastrasz
Mon Jun 22, 2020 8:03 pm
Forum: Ideas and Requests For Mods
Topic: Thoughts on a possible "Quality Control" mod.
Replies: 15
Views: 513

Re: Thoughts on a possible "Quality Control" mod.

I seem to recall a mod that scaled up recipes, which worked great, except for nuclear ore refining, since it just multiplied things. Ratio of like 50, so you had to run it 50 more times to have the same chance of getting ANY refined uranium. My opinion is that the data api should have the ability to...
by Ranakastrasz
Tue Jun 16, 2020 7:13 pm
Forum: Ideas and Requests For Mods
Topic: Thoughts on a possible "Quality Control" mod.
Replies: 15
Views: 513

Re: Thoughts on a possible "Quality Control" mod.

https://mods.factorio.com/mod/ProductionScrap2
Not the same thing, but quite similar. instead of needing to test for flaws, the produced items are either flawed or not, and require recycling and reprocessing.
by Ranakastrasz
Fri Jun 12, 2020 1:16 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 14975

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I still think making beacons not stack, and having a larger radius would be better. I dont particularly like how much theytend to dominate late game designs.


Still, the new design is subtle enough it doesnt take all thr attention.
by Ranakastrasz
Sun May 24, 2020 3:55 pm
Forum: Combinator Creations
Topic: Belt Contamination Sensor
Replies: 19
Views: 914

Re: Belt Contamination Sensor

If you use an active provider chest, you have to then add a method to keep the alarm going, AND if you ignore it initially (Like I do, until I get a chance to fix it) an active provider means it fills up your entire storage area eventually, depending on how bad the leak is. You are just moving the p...
by Ranakastrasz
Fri May 22, 2020 8:03 pm
Forum: Combinator Creations
Topic: Belt Contamination Sensor
Replies: 19
Views: 914

Re: Belt Contamination Sensor

I suggest against having bots clean up the chest. That would make it harder to find the problem, and the alert would go away. Having to manually fix it makes more sense, since contamination tends to keep happening if it happens once. i also prefer just locking the belt, and setting off an alarm. jam...
by Ranakastrasz
Fri May 22, 2020 2:50 pm
Forum: Combinator Creations
Topic: Belt Contamination Sensor
Replies: 19
Views: 914

Re: Belt Contamination Sensor

Ah, I understand. I would simply empty the chest after inspecting the situation and fixing the belts which lead to the contanimation. The content can be moved somewhere where it is actually needed. Once you have bots you can even turn the chest into a active provider chest to make sure it's moved t...
by Ranakastrasz
Fri May 22, 2020 1:11 am
Forum: Combinator Creations
Topic: Belt Contamination Sensor
Replies: 19
Views: 914

Re: Belt Contamination Sensor

Why wouldnt you just have the alarm go off when something is in the chest?
by Ranakastrasz
Fri Apr 03, 2020 1:22 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 344
Views: 109340

Re: [0.17+] Space Exploration WIP

Is there anything in space with a positive feedback loop? I thought absolutely everything there, aside, presumably, from asteroid mining, had a net negative due to all the 99% returns on one or more things, and forbidden productivity modules.
by Ranakastrasz
Tue Mar 24, 2020 4:54 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 199
Views: 69518

Re: Attacking biters with turrets makes all weapons pointless

I suppose you could add wide area "Creep" like starcraft to biter bases, which gives an excuse for why building doesn't work, and make it many times the range of turrets, such that while you CAN use turrets to fall back to, it would be far enough to be inconvinent.
by Ranakastrasz
Tue Mar 24, 2020 4:50 pm
Forum: Ideas and Suggestions
Topic: Sulfur crystals irregular sprite?
Replies: 13
Views: 869

Re: Sulfur crystals irregular sprite?

--Snip-- Really this game would run so much faster if it was in ASCII. Doubt it. Ascii games can run as slow as any modern game. After all, they only drop most of the graphics. The behind the scenes logic still eats a ton of processor time. (If that was sarcasm, I couldn't tell from your tone of te...
by Ranakastrasz
Sat Mar 21, 2020 8:43 pm
Forum: Not a bug
Topic: [0.18.15] Steel plates have a picture of a beam
Replies: 5
Views: 230

Re: [0.18.15] Steel plates have a picture of a beam

Its honestly more a legacy thing. I think they were plates a long time ago. Plaatic were these thin black tubes, advanced circuits were purple and honestly everything looked way different. But yes, calling it a plate is kinda weird with the current graphic. I never noticed since I just call it steel...
by Ranakastrasz
Fri Mar 20, 2020 6:55 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 22065

Re: Friday Facts #339 - Beacon HR + Redesign process

All I can really say is that I never felt beacons fit in the game, due to how heavily they constrained design. If they were non-stacking(two beacons in an area don't function), larger aoe, like 32x32, then I think they would be way better. And the high-tech apperance would make sense and I think add...
by Ranakastrasz
Fri Mar 13, 2020 2:04 am
Forum: Ideas and Requests For Mods
Topic: Substation converter thing
Replies: 7
Views: 422

Re: Substation converter thing

It would be possible. On event, check wire connections and sever offending ones.

On placing a entity of type power pole.
On robot place.
Maybe on remove as well because I think wires auto reconnect.

And on copper wire manual usage.

It should all be possible, yes.
by Ranakastrasz
Thu Mar 12, 2020 11:07 am
Forum: Modding discussion
Topic: Balancing for consumed tools
Replies: 13
Views: 634

Re: Balancing for consumed tools

Deadlock989 wrote:
Thu Mar 12, 2020 9:14 am


Yes. It also means you have a spanner worth 100GJ in your inventory.
Minor detail at best.

Of course, if you use antimatter to liberate the energy tied up in said spanner, that is probably accurate..... But at that point you realize something has gone silly.
by Ranakastrasz
Thu Mar 12, 2020 2:43 am
Forum: Modding discussion
Topic: Balancing for consumed tools
Replies: 13
Views: 634

Re: Balancing for consumed tools

If you use the tool as long lasting fuel, then you can use the same effect nuclear fuel doea to return the broken tool.

That does prevent (I think) you from using electrical or other energy types however.

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