Search found 36 matches
- Tue Jan 17, 2023 6:46 am
- Forum: Modding interface requests
- Topic: a filter on roboport robot type
- Replies: 3
- Views: 1154
a filter on roboport robot type
I like having a couple of construction bots near my front lines to do rapid repairs. I dont' like that other random logistics bots can clog the roboport up. I would like to be able to have a roboport with 1 logistics and 1 construction slot, or some other chosen (either hard coded by the mod, or by ...
- Wed Oct 19, 2022 2:09 am
- Forum: Not a bug
- Topic: [1.0.0] Byproducts don't appear in statistics
- Replies: 12
- Views: 4056
Re: [1.0.0] Byproducts don't appear in statistics
perhaps the issue could be avoided by adding to the statistics the difference between input and output? that way catalysts that are not consumed don't count on production or consumption, but they count as consumed in the 1% case where they get consumed. for something like kvorax it would be net prod...
- Mon Sep 19, 2022 12:00 am
- Forum: Implemented mod requests
- Topic: Allow more tile types without exceeding 255 limit
- Replies: 9
- Views: 3595
Re: Allow more tile types without exceeding 255 limit
All of the options will require more storage in some way, definitely in memory, but possibly also on disk, the catch is to find a storage overhead that only scales with the count of tiles of these types. - given this a cosmetic only change, it only needs to be calculated for chunks that are being re...
- Sun Sep 18, 2022 11:39 am
- Forum: Implemented mod requests
- Topic: Allow more tile types without exceeding 255 limit
- Replies: 9
- Views: 3595
Allow more tile types without exceeding 255 limit
some mods (eg: alien biomes) consume many tiles. It is nice to have variation, but it causes other problems. I have 3 ideas that could allow more diverse surfaces within the 255 limit. - given this a cosmetic only change, it only needs to be calculated for chunks that are being rendered on screen, i...
- Sun Feb 06, 2022 6:49 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.53] buildings on multiple networks don't run out of power correctly
- Replies: 1
- Views: 2332
[boskid][1.1.53] buildings on multiple networks don't run out of power correctly
If a building is on multiple power networks (easiest to do with individual power poles, each connected to a switch, then to the main network) and the main network runs short on power, the building will consume more power than exists on the network and continue to work at higher power. This came to l...
- Tue Nov 24, 2020 9:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.0] Belt performance regression
- Replies: 19
- Views: 10618
Re: [boskid][1.1.0] Belt performance regression
I would suggest use miniloaders: miniloader->chest->miniloader should break the belt chain into segments (eg:https://mods.factorio.com/mod/miniloader) you would just need to put an 'inline buffer' for all belts in a parallel bus to cut the segment at that point.
- Sun Aug 23, 2020 4:34 am
- Forum: Modding interface requests
- Topic: Make event.final_health can be negative in on_entity_damaged event.
- Replies: 1
- Views: 1008
Re: Make event.final_health can be negative in on_entity_damaged event.
Note: this is only the 1 case where applying damage would reduce health to 0 that is causing issues. There needs to be one of 3 things: 1) we need to know the entities life before the hit as a parameter. 2) the total damage needs to list the actual damage applied (but that could complicate things if...
- Sun Aug 23, 2020 4:16 am
- Forum: Modding help
- Topic: Is it possible to alter an on_entity_damaged event?
- Replies: 4
- Views: 1886
Re: Is it possible to alter an on_entity_damaged event?
Depending on what you're trying to do, you can modify the damaged entity's health instead, to either undo or increase the damage. E.g. to negate the damage, just add back event.final_damage_amount to the entity's health: event.entity.health = event.entity.health + event.final_damage_amount It's not...
- Fri Mar 20, 2020 5:41 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101015
Re: Friday Facts #339 - Beacon HR + Redesign process
The single most used large entity in the factory must be the least eye catching, otherwise the end game factory aesthetic is sea of beacons with the occasional assembler. Given beacons are used in mature (probably very big) factories it needs to look good in large arrays at max player zoom out, as t...
- Sun Dec 22, 2019 4:58 am
- Forum: Ideas and Suggestions
- Topic: make destroyed belts more visable by bumping the location of items on them
- Replies: 0
- Views: 753
make destroyed belts more visable by bumping the location of items on them
when belts are destroyed, it is hard to tell because a full belt leaves the items in nice neat ordered rows.
Suggestion: when a belt dies, please bump the location of each item on the belt randomly, so that it's obvious where the belts no longer are.
This would also look better
Suggestion: when a belt dies, please bump the location of each item on the belt randomly, so that it's obvious where the belts no longer are.
This would also look better
- Sun Sep 15, 2019 11:23 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 338681
Re: [0.12.x][v0.12.10] Bob's Logistics mod
feature request an "underflow" pipe; the opposite of the underflow valve - it cuts off when the input is less than 20%. When i'm recovering from a shortage of a slowly used and created liquid, waiting for the pipes to fill up to 80% to get the second bank of machines turned on is anoying, ...
- Fri Aug 23, 2019 8:12 am
- Forum: Ideas and Suggestions
- Topic: robot charging improvements / balances
- Replies: 8
- Views: 2605
Re: robot charging improvements / balances
@slippycheeze, i agree this challenge is part of the built in game. My problem is that there is not enough information to diagnose some of the problems. The second problem is that the opaque problem can occur at the base research level, when you are are potentially trying to work out how other logis...
- Mon Aug 19, 2019 6:00 am
- Forum: Ideas and Suggestions
- Topic: robot charging improvements / balances
- Replies: 8
- Views: 2605
Re: robot charging improvements / balances
https://mods.factorio.com/mod/Robocharger is the closest mod to what i was thinking of for suggestion 4, although i don't know the balance of a 10'bot charger in 2x2 area vs the intent of the devs.
- Mon Aug 19, 2019 1:08 am
- Forum: Ideas and Suggestions
- Topic: robot charging improvements / balances
- Replies: 8
- Views: 2605
Re: robot charging improvements / balances
I agree with the gist of the earlier discussions; and the calculations i've done do appear there. My primary suggestions for improvement are different though; suggestions 1,2, and 4 don't increase the asymptotic efficiency of 'bots, just allow the player to manage the observed bottleneck of charging...
- Sun Aug 18, 2019 8:44 am
- Forum: Ideas and Suggestions
- Topic: robot charging improvements / balances
- Replies: 8
- Views: 2605
robot charging improvements / balances
TL;DR I would like the number of robots 'seeking charge' to be visible, and robot charging rate to be balanced What ? 1) I would like a logistics network to show the number of robots 'seeking charge', not just 'total' and 'available' , because a naive assumption is that if you see 50/500 then there...
- Sat Feb 09, 2019 3:43 am
- Forum: Ideas and Suggestions
- Topic: logistics network should show 'charging' robots
- Replies: 0
- Views: 751
logistics network should show 'charging' robots
What: 1. Logistics network should show the count of robots seeking power, 2. any roboport with more than 10x charging platforms worth of robots queued in a circle around it should raise a warning. 3. new infinite research, roboport charging rate. Why: At the moment logistics robots have 2 status : i...
- Thu Dec 17, 2015 9:51 am
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 87808
Re: [MOD 0.12.x] Force Fields - energy powered walls
Few issues, placed a Forcefield Emitter and got this. Error while running the event handler: __Force Fields__/control.lua:862: attempt to compare nil with number. Also this one when I use a Force Field Tool on a Force Field Emitter. Error while running the event handler: __Force Fields__/control.lu...
- Tue Apr 21, 2015 12:00 pm
- Forum: Ideas and Suggestions
- Topic: new gui: production tree visualisation
- Replies: 2
- Views: 3920
new gui: production tree visualisation
I've just opened one of the mod packs. It contains a bunch of new mods i've never played with before. Problem: i have no idea how to create certain things, or know what building/ingredients are required to make certain things: eg: in bobs mod, electrical circuits need ferric solution - how would i m...
- Wed Jan 14, 2015 10:04 am
- Forum: Implemented Suggestions
- Topic: Prefer to pull items from storage rather than suppliers
- Replies: 3
- Views: 1992
Prefer to pull items from storage rather than suppliers
Problem description: if your storage is further from the requester than the supplier, you can't clear storage, except manually, while the supply of items to the supplier chest continues. It would be nice if there was a toggle button on a requester to "prefer items in storage" to prioritize...
- Tue Dec 09, 2014 10:58 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 226678
Re: [0.11.x] Uranium Power
idea: a grenade type weapon that does "a bit" of damage to the "target" (and perhaps an area around it), but releases a whole lot of pollution (1000 or so, enough to trigger a nest to spawn) ... Good for busting big bases, but at a cost ... Also, don't be too afraid of producing ...