Search found 14 matches

by MatHack
Mon Mar 04, 2019 6:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.5] mining productivity migration script too generous
Replies: 15
Views: 2543

Re: [0.17.5] mining productivity migration script too generous

I have only "Mining productivity 1" now but +50% productivity so i can confirm this behaviour. Sure, but that's expected and documented. The issue is whether 50% for the first step is too generous. No, that's not expected, it says +10% for Mining productivity 1 in-game, not +50%. Each level should ...
by MatHack
Mon Mar 04, 2019 6:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.5] mining productivity migration script too generous
Replies: 15
Views: 2543

[0.17.5] mining productivity migration script too generous

I went from 14% mining productivity in 0.17.4 to 50% in 0.17.5, that seems a bit too generous.
mining-productivity-0.17.5 (seems wrong).png
mining-productivity-0.17.5 (seems wrong).png (3.02 MiB) Viewed 2543 times
See attached screenshot for the 0.17.4 status. Also attached the 0.17.4 save.
by MatHack
Mon Mar 04, 2019 6:03 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 21925

Re: Version 0.17.5

Balancing Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels. for older savegames too? Yes, I specifically made a change to prevent breaking older save games just b...
by MatHack
Sat Mar 02, 2019 8:21 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.4] Compilatron kited aliens to my new base
Replies: 2
Views: 566

[abregado][0.17.4] Compilatron kited aliens to my new base

After researching 'Escape pod blackbox' you get the messages saying: Collect some of you equipment Escape towards the east... (etc.) Seeing the first message I (ofcourse) collected everything I could and afterwards I moved to the east. Meanwhile Compilatron is running around saying "Native aggressio...
by MatHack
Fri Feb 01, 2019 6:03 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 33819

Re: Friday Facts #280 - Visual Feedback is the king

0mega wrote:
Fri Feb 01, 2019 5:52 pm
Toggle roboport and exoskeleton is great. Maybe toggle all trash slots too?
Serenity wrote:
Fri Feb 01, 2019 6:00 pm
"toggle logistics requests" would be nice too
Toggle trash & logistic slots sounds like a great idea, would love that as well!
by MatHack
Fri Dec 28, 2018 8:37 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 52965

Re: Friday Facts #275 - 0.17 Science changes

I do like most of the announced changes, but here are some comments I have. Pipes in Logistics science packs I'd say no. The first builds/items you craft already require a lot more iron than copper, that will make it even more skewed towards iron. Military science packs Being able to play a peaceful...
by MatHack
Fri Jan 05, 2018 7:40 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 137220

Re: Friday Facts #224 - Bots versus belts

In the current situation I see logi bots as a sensible replacement for belts/inserters when you're running a 8 beacon layout. The current belts/inserters just can really keep up with the speed the assembling machines 3 at that speed (speed ~9), especially for the more complex/expensive recipes that ...
by MatHack
Fri Aug 25, 2017 4:46 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 24581

Re: Friday Facts #205 - Teaching the things that everybody knows

Middle mouse button filtering and which entities this works on. Shift+Click copying and which entities this works on. Especially stuff like copying an assembling machine to a requester chest. How to open the different info windows like electric network, kills, etc. Especially the windows with no bu...
by MatHack
Mon May 08, 2017 5:52 pm
Forum: Balancing
Topic: Speed modules cost and tier1-2-3 balancing
Replies: 28
Views: 8817

Re: [0.15.9] [Harkonnen] module crafting

I always figured it was because Speed Module 1 are used for Assembling Machines 3 and Rocket Control Units.
Those are the only items, besides the one-time Power Armor Mk2 craft, that use any of the modules as an ingredient.
by MatHack
Tue May 02, 2017 8:50 am
Forum: This Forum
Topic: Description of the Show your Creations forum
Replies: 0
Views: 397

Description of the Show your Creations forum

The description of the Show your Creations forum still refers to the blueprint string mod. Might be time to update this considering blueprint strings are now in the base game.
by MatHack
Sun Feb 19, 2017 12:23 pm
Forum: Not a bug
Topic: [0.14.22] LUA: ItemPrototype.limitations always empty
Replies: 4
Views: 771

Re: [0.14.22] LUA: ItemPrototype.limitations always empty

That works for me as well. Diving deeper into the problem, it seems that the #-operator only works for numeric indices. The array is filled with named indices, which is the reason the command below returns 0. Which also explains why my previous code didn't work, because I used ipairs instead of pair...
by MatHack
Sun Feb 19, 2017 11:21 am
Forum: Not a bug
Topic: [0.14.22] LUA: ItemPrototype.limitations always empty
Replies: 4
Views: 771

[0.14.22] LUA: ItemPrototype.limitations always empty

The property limitations of LuaItemPrototype is always empty (I double checked with the # (length) operator). If I look directly in the files in the base-mod I see that it should be filled for at least the productivity modules (which makes sense).
by MatHack
Mon Oct 24, 2016 9:51 pm
Forum: Releases
Topic: Version 0.14.15
Replies: 20
Views: 12452

Re: Version 0.14.15

FactorioBot wrote:
  • Achievements unlocked locally without using steam get unlocked on steam once the game is started in steam mode.
Does this basically mean that you can get achievements on steam now even if you are playing a modded game?
by MatHack
Sat Sep 24, 2016 11:39 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.14.9] Technology redundancies
Replies: 1
Views: 464

[Twinsen] [0.14.9] Technology redundancies

Per Twinsens request , here are some more tech redundancies: Electric engine, redundancy: Oil processing, because: Advanced electronics/Plastics Rocket shooting speed 1, redundancy: Rocketry, because: Alien technology Rocket damage 1, redundancy: Rocketry, because: Alien technology Rocket silo, redu...

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