Search found 31 matches

by AartBluestoke
Tue Nov 24, 2020 9:45 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.0] Belt performance regression
Replies: 19
Views: 4306

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.
by AartBluestoke
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: 237

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...
by AartBluestoke
Sun Aug 23, 2020 4:16 am
Forum: Modding help
Topic: Is it possible to alter an on_entity_damaged event?
Replies: 4
Views: 528

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...
by AartBluestoke
Fri Mar 20, 2020 5:41 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 37362

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...
by AartBluestoke
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: 248

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 :)
by AartBluestoke
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: 216372

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, ...
by AartBluestoke
Fri Aug 23, 2019 8:12 am
Forum: Ideas and Suggestions
Topic: robot charging improvements / balances
Replies: 8
Views: 749

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...
by AartBluestoke
Mon Aug 19, 2019 6:00 am
Forum: Ideas and Suggestions
Topic: robot charging improvements / balances
Replies: 8
Views: 749

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.
by AartBluestoke
Mon Aug 19, 2019 1:08 am
Forum: Ideas and Suggestions
Topic: robot charging improvements / balances
Replies: 8
Views: 749

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...
by AartBluestoke
Sun Aug 18, 2019 8:44 am
Forum: Ideas and Suggestions
Topic: robot charging improvements / balances
Replies: 8
Views: 749

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...
by AartBluestoke
Sat Feb 09, 2019 3:43 am
Forum: Ideas and Suggestions
Topic: logistics network should show 'charging' robots
Replies: 0
Views: 212

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...
by AartBluestoke
Thu Dec 17, 2015 9:51 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 66815

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...
by AartBluestoke
Tue Apr 21, 2015 12:00 pm
Forum: Ideas and Suggestions
Topic: new gui: production tree visualisation
Replies: 2
Views: 2785

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...
by AartBluestoke
Wed Jan 14, 2015 10:04 am
Forum: Implemented Suggestions
Topic: Prefer to pull items from storage rather than suppliers
Replies: 3
Views: 837

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...
by AartBluestoke
Tue Dec 09, 2014 10:58 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 154264

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 ...
by AartBluestoke
Tue Nov 18, 2014 9:48 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 154264

Re: [0.11.x] Uranium Power

water is a ridiculously good radiation absorber, i recently saw a plot of radiation density inside a cooling pond, and 2m below the surface, there is actually less than ambient levels of radiation, due to so little radiation from the rods getting to you -- https://what-if.xkcd.com/29/
by AartBluestoke
Sat Nov 08, 2014 5:49 am
Forum: Mods
Topic: [MOD 0.10.x] ForceShield v0.1.12
Replies: 51
Views: 22665

Re: [MOD 0.10.x] ForceShield v0.1.12

any chance that there will be a forceShield mod for factorio 11? I normally paly with dytech warfare to add a bit more variety, but against that i like my force shields, which take the edge off the otherwise slightly crazy attack strengths.
by AartBluestoke
Mon Sep 15, 2014 8:42 am
Forum: Implemented Suggestions
Topic: [implemented in 0.11] multi-phase mod loading
Replies: 3
Views: 1554

[implemented in 0.11] multi-phase mod loading

already there are some issues with "this mod (A) must be loaded before mod B, but mod C likes to be loaded after me" this typically happens because recipies in mod A want to (conditionally) use use items in mod B suggestion: have multi phase mod loading with specific things to be done at d...
by AartBluestoke
Sat Aug 23, 2014 2:17 am
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 3835

Re: Laser turret cooldown to encourage defenses to be mixed

i think the issue here is that it costs nothing to overbuild your electric power supply, as lasers, when engaged, can easily consume more power than the rest of the base together. This combined with the low idle cost means that a large amount of static defence has no upkeep, *and* minimal cost to fi...
by AartBluestoke
Sat Aug 23, 2014 1:46 am
Forum: Resolved Problems and Bugs
Topic: [0.10.8][kovarex] crash with no apparent cause (repeatable)
Replies: 1
Views: 580

[0.10.8][kovarex] crash with no apparent cause (repeatable)

the attached save game / mod set will crash with a standard windows "factorio.exe has stopped working" error window about 2 mins after opening, even if you stand there and do nothing. the only "unusual" activity might be some force fields being destroyed to the south-east, but th...

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