Search found 530 matches

by hitzu
Fri Nov 18, 2016 1:01 am
Forum: Ideas and Suggestions
Topic: Vehicle Assembly Plant / no hand crafting of tanks / trains
Replies: 15
Views: 15430

Re: Vehicle Assembly Plant / no hand crafting of tanks / trains

Well the rocket is built right in the silo. Vehicles can be built right in the some sort of depot or workshop.
by hitzu
Thu Nov 17, 2016 3:18 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 289106

Re: [MOD 0.14.20] Robot Army. 0.2.3

Robots love to attack Robot Mining Site . Haha I wonder why? Does judos make his entity a different force? Is the force not allied with the player force? Does the squad of robots attack the building or the flying robots? The squad attacks the roboport sub-building and when I came to the mining site...
by hitzu
Thu Nov 17, 2016 2:42 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 289106

Re: [MOD 0.14.20] Robot Army. 0.2.3

Robots love to attack Robot Mining Site.
by hitzu
Sun Nov 13, 2016 9:32 am
Forum: Combinator Creations
Topic: Yoyo's Belt+Circuit contraptions
Replies: 21
Views: 10916

Re: Yoyo's Belt+Circuit contraptions

Looking forward to see what's coming next. BTW: this is why 9 belt tiles always gives a cosistent (integer) number — every straight belt have 32 slots per lane for items and every items take exactly 9 slots, so the full lane of the belt segment holds 3.555... items. But cicrcuit network can operate ...
by hitzu
Sat Nov 12, 2016 8:40 pm
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 177
Views: 70525

Re: [MOD 0.13/0.14] Inventory Sensor

Sometimes I cannot make sensor to scan properly an inventory of a train(locomotive). I try to put it on either side of the train and still it doesn't work.
by hitzu
Sat Nov 12, 2016 8:33 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 289743

Re: [Mod 0.14] Logistic Train Network

WOW! Why I didn't see this mod yesterday? I would spend all weekends playing with it. I gonna try this mod as soon as I can.
Does it work with modded locomotives such as electric or atomic trains?
by hitzu
Tue Nov 08, 2016 1:01 pm
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 36536

Re: Friday Facts #163 - New rails & New problems

@Deadly-Bagel , thanks. You are right. Anyway the number is really large. The most heavy spreadsheet is for trains. Locomotives consist of 256 frames of the body, 256 of the mask, 256 of the shadow and 512 frames of wheels. In total 1280 frames of roughly 18Mb. And they are really prominent for tha...
by hitzu
Tue Nov 08, 2016 12:45 pm
Forum: Ideas and Suggestions
Topic: Upgrade techs for trains and belts
Replies: 16
Views: 5872

Re: Upgrade techs for trains and belts

Deadly-Bagel wrote:Electric trains, I'm telling you. MUCH faster acceleration and more pull power.
I've downloaded Atomic Locomotives by GotLag and love them a lot more than any electric train mod. They are a lot more managable in large quantities than conventional diesel trains.
by hitzu
Tue Nov 08, 2016 5:07 am
Forum: Ideas and Suggestions
Topic: Upgrade techs for trains and belts
Replies: 16
Views: 5872

Re: Upgrade techs for trains and belts

Damned descrete logic! It ruins everything! :lol:

As for trains, I think adding a technology that looks like "+1 wagon without power losses" would be cool.
by hitzu
Tue Nov 08, 2016 4:51 am
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 36536

Re: Friday Facts #163 - New rails & New problems

The guards I bet would require extra sprites for every type of crossing. But at least the gaps in the rails should be there. The gaps could be an extra layer that is put on top and lies next to each rail and is used as a mask on the previus top layer. If a rail crosses it creates a gap in the cross...
by hitzu
Mon Nov 07, 2016 1:41 pm
Forum: Ideas and Suggestions
Topic: Upgrade techs for trains and belts
Replies: 16
Views: 5872

Re: Upgrade techs for trains and belts

Belts: You cannot simply upgrade belt speed, cause that would destroy some rare but useful belt-tweaks, where the speed of the belts plays a role. Please name them. I remember much more whining on the change of the belt corners mechanics. If you speed all belts up by factor X you need also the redu...
by hitzu
Sun Nov 06, 2016 3:53 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 89476

Re: [MOD 0.14] Robot Mining Site 0.5.0

BUG: Fake items are still a thing.

HOW TO REPEAT: Remove items from the mining site chest by hands, using loader/inserter or logistic bots. Wait until the chest is full again.
Megabase fake items.zip
gamesave
(14.8 MiB) Downloaded 162 times
mods.zip
mods
(20.34 MiB) Downloaded 151 times
by hitzu
Sat Nov 05, 2016 1:44 pm
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 36536

Re: Friday Facts #163 - New rails & New problems

Good stuff. If you are allready working un Rails, could you also add tunnels or bridges? It would be very nice to see as an addition to have multilayer trains. i see what you mean lol, but that would be hard i guess, because factorio is 2D. I guess they could make underground tracks like the underg...
by hitzu
Sat Nov 05, 2016 1:16 pm
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 36536

Re: Friday Facts #163 - New rails & New problems

kinnom wrote:
V453000 wrote:S-bends might actually happen at some point, no promises though!
Just do it
There should be several additional slots on them for signals (not just on the ends), otherwise they would be almost useless.
by hitzu
Sat Nov 05, 2016 8:49 am
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42877

Re: [MOD 0.14.2] Electric vehicles

So you want an envorenmentally friendly way of the species extermination, don't you?
by hitzu
Sat Nov 05, 2016 8:31 am
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 36536

Re: Friday Facts #163 - New rails & New problems

Use the same rail sprites. Remove ballast sprites. Replace ties sprites with slabs sprites (optionally with hazard markings). Add slab endidng sprites for smooth transition between the slabs and the ties, make the priority in a such way that they are rendered above the ties. ... PROFIT! While easy ...
by hitzu
Sat Nov 05, 2016 7:21 am
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 36536

Re: Friday Facts #163 - New rails & New problems

This is a topic we discussed and thought about quite a bit. The problem is, how do you decide where the concrete is drawn, and where it isn't. If it just immediately fades away from tile to tile, it would most likely look even more weird than it does at the moment. If you would have some concrete-s...
by hitzu
Fri Nov 04, 2016 5:07 pm
Forum: Ideas and Suggestions
Topic: Upgrade techs for trains and belts
Replies: 16
Views: 5872

Re: Upgrade techs for trains and belts

It doesn't make sense to me that researching a technology magically improves all of the existing infrastructure. But that's just how turrets, bots, labs, inserters, guns and ammo already work. What I would love to see is a mark2 version of the train and cargo wagon That would be a tedious task to r...
by hitzu
Thu Nov 03, 2016 12:50 pm
Forum: Ideas and Suggestions
Topic: Upgrade techs for trains and belts
Replies: 16
Views: 5872

Re: Upgrade techs for trains and belts

I must admit that increasing the cargo size might be not the best idea. Well, at least if made right I think it wouldn't harm. My suggestion comes along with 0.15 addition of infinite upgrades. One can't increase cargo size endlessly, so it's not that good as it was in my mind before verbalizing it....

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