Search found 124 matches

by leoch
Mon Mar 11, 2019 3:23 pm
Forum: Mods
Topic: [MOD 0.16, 0.17] Realistic Electric Trains
Replies: 71
Views: 16153

Re: [MOD 0.16, 0.17] Realistic Electric Trains

But why do you need to put a buffer in the power pole? The Induction Charging mod is able to charge player/vehicle equipment grids directly from ordinary power poles. Combined with the Electric Vehicles mod (the .16 one at least; haven't tried the latest) this allowed pretty good electric trains in ...
by leoch
Sun Sep 16, 2018 6:59 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 34875

Re: Friday Facts #260 - New fluid system

Alternative to above ↑ for flow control:

- standard pipes can only form two connections, i.e. straight or corner
- a new piece, pipe hub, can form up to 4 connections

Also, please consider dedicated graphics for diagonal pipes as with rails (and maybe even a pipe planner).
by leoch
Fri Aug 17, 2018 4:52 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 16716

Re: Friday Facts #256 - The little things 3

Another little thing: can you fix requests getting filled by distant bots in a big network? Often it's quicker for a local bot to do two jobs than wait for a distant bot to arrive. Similarly for storage: why do bots place stuff in far away storage when there's much nearer options? And pre-emptive ch...
by leoch
Thu Aug 02, 2018 1:12 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 12463

Re: Friday Facts #253 - Fans & Fun

You don't plan to solve the "glitch" then: trying to walk up a blue belt placed on a slow surface (sand) is impossible.

Why exactly does the surface under the belt affect player speed?
by leoch
Tue Jul 10, 2018 6:59 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 18344

Re: Friday Facts #250 - Dead end conclusion

I'm not bothered how you present the blueprint library, but my main issues with blueprints: there is no easy way to copy a blueprint modifying blueprints only allows removal of elements; adding something requires recreating it which is a lot of work for some large blueprints there is no versioning o...
by leoch
Thu Jun 21, 2018 7:57 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 9706

Re: Aren't construction bots available too late?

You could just use a fast-start mod; that's what I do now. Aside from that, you can build construction bots using only a very basic refinery set-up. Carry a bunch of engine units over to a simple electric engine assembler. Pip petroleum out for a small plastic & battery facility. Important point: yo...
by leoch
Fri Jun 15, 2018 7:33 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 20568

Re: Friday Facts #246 - The GUI update (Part 3)

Nice work on the GUI. Now you can try improving map-generation to use user-centric units instead of internal model parameters, e.g. replace the size/frequency/richness stuff with 'average amount of ore per km^2" (or other area unit), compactness, and randomness. (You can even use the same model unde...
by leoch
Fri Mar 09, 2018 6:01 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 27477

Re: [MOD 0.16] Realistic Reactors

After a little experimentation, I realised the "start" signal is only for starting, i.e. the reactor won't stop automatically when the fuel cell is exhausted if the start signal is no longer present. Would it make sense to add that? I managed to make a very compact reactor with independent ECCS per ...
by leoch
Mon Feb 19, 2018 6:40 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 21367

Re: Friday Facts #230 - Engine modernisation

Maybe you should consider jumping technology at some point: http://arewegameyet.com/
GFX looks quite promising and there are a couple of windowing libraries.

I'm hoping Factorio 2 will use 3D rendering from the start :D
by leoch
Sun Feb 11, 2018 4:42 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94284

Re: [MOD 0.13.17+] Rampant - 0.16.19

Pollute more. Pollution is their food :lol:

Proactively clearing out any nests near your pollution is a good way to reduce attacks. The other part is biter expansion; if that's disabled they won't move back towards your base.
by leoch
Sun Feb 11, 2018 11:20 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94284

Re: [MOD 0.13.17+] Rampant - 0.16.19

I've noticed a bunch of invisible entities which just show a cross if trying to build on them (presumably zero-size hit-box). The only way to destroy them is to run them over with a car/tank. I think they are the remains of the spawner eggs? They really should get cleaned up, I imagine there are hun...
by leoch
Sat Feb 10, 2018 8:30 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94284

Re: [MOD 0.13.17+] Rampant - 0.16.18

Those "spawner spitters" certainly are interesting to fight, but sometimes I end up with thousands (or even tens of thousands) of spawner biters to fight (or which just hang around). Really kills the FPS and gets monotonous. I think part of the problem is that the spitters can end up in a frenzy and...
by leoch
Sat Feb 10, 2018 6:03 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94284

Re: [MOD 0.13.17+] Rampant - 0.16.18

Just had a crash with this message (Rampant 0.16.16):

Code: Select all

Error while running event Rampant::on_tick (ID 0)
__Rampant__/libs/BaseUtils.lua:167: attempt to index local 'alignments' (a nil value)
I will upgrade but it doesn't sound like this bug was addressed.
by leoch
Thu Feb 01, 2018 9:16 pm
Forum: Resolved Problems and Bugs
Topic: [16.21] Crash on save load: "agui::Widget::applySizeRestrictionsInternal" MR
Replies: 12
Views: 3032

Re: [16.21] Crash on save load: "agui::Widget::applySizeRestrictionsInternal" MR

Thanks guys, in my case disabling railway-painter fixed the crash. But sounds like Rseding91 has a proper fix; even better!
by leoch
Thu Feb 01, 2018 4:29 pm
Forum: Resolved Problems and Bugs
Topic: [16.21] Crash on save load: "agui::Widget::applySizeRestrictionsInternal" MR
Replies: 12
Views: 3032

Re: [0.16.21] Crash on load

Same. I'm using a lot of mods (some custom) so it's not trivial to upload a save but PM me if you need more info. 0.000 2018-02-01 16:19:17; Factorio 0.16.21 (build 35356, linux64, alpha) 0.000 2018-02-01 16:24:49; Factorio 0.16.21 (build 35356, linux64, alpha) 0.015 Operating system: Linux (Fedora ...
by leoch
Fri Jan 12, 2018 9:53 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 122324

Re: Friday Facts #225 - Bots versus belts (part 2)

Nice FFF, I agree. But have you considered that maybe modules and especially beacons are simply over-powered? To me it makes sense that Assemblers tier 2 and 3 are a bit faster, but seems like a "megabase" should be huge. Many of the ones I've seen are not much different than my "medium-sized" bases...
by leoch
Fri Jan 05, 2018 10:35 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 102830

Re: Friday Facts #224 - Bots versus belts

The real reason logistic bots are over-powered is that lack of collision modelling means that hundreds or thousands per minute can visit a single chest. Maybe you can find a way of limiting bot density without killing UPS but that's probably not easy. Actually, I think you should go further and let ...
by leoch
Sat Dec 30, 2017 12:51 am
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 17209

Re: Friday Facts #223 - Reflections on 2017

I agree about the pipes. The exponential relationship between speed and distance is weird. How about keep the current mechanics for partially-full pipes, but do holistic (whole-pipe) calculations for full pipes, with a maximum fluid speed (depending on viscosity) and friction calculations determinin...
by leoch
Tue Dec 26, 2017 1:47 pm
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.1.0
Replies: 653
Views: 102080

Re: [MOD 0.16] Xander Mod v1.4.1

Yes. I tried placing a burner lab, can see it but can't access it, put anything in it or remove it.

I also had compatibility problems with several other mods which needed disabling on start.
by leoch
Sun Dec 24, 2017 11:38 am
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 20696

Re: Friday Facts #222 - Christmas avalanche

Agree with the smaller fluid wagon capacity. Barrel capacity should also be reduced. This mod has nice balance in my opinion: Smaller Fluid Wagon & Barrel I agree with others that trains wagons have ridiculously high capacities. But so do so many other things for their size: steel chests, cars and t...

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