Search found 11 matches

by Steelsky
Wed Jun 07, 2017 9:02 am
Forum: News
Topic: Friday Facts #193 - Party planning & plans
Replies: 32
Views: 20738

Re: Friday Facts #193 - Party planning & plans

With terrain transitions to water, does that mean we get stone/concrete to water as well? It's fairly annoying (from an aesthetic point of view) to not be able to connect concrete to water. If water will get reworked, does that also mean we get different types of water? I know there's some darker w...
by Steelsky
Tue May 09, 2017 12:28 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 52133

Re: Version 0.15.7

An interesting approach to the problem might be to create underground belts the same as surface belts, 1 piece at a time. This way your would "pay by the square" for the length that you use and items would be removed from inventory based on the total belt length. Ascii art: >> = 2 belt le...
by Steelsky
Tue May 09, 2017 11:21 am
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 462
Views: 304462

Re: Just bought the game; What were Your first impressions?

vedrit wrote:
halcyonforever wrote:Do I increase green circuit production or increase copper wire first....
Day 300 and you haven't learned the answer to this? The answer is 'yes'.
If less than 50% of your production is copper wire/green circuit, then add more?

/S
by Steelsky
Fri Apr 28, 2017 10:50 am
Forum: Ideas and Suggestions
Topic: Mod list - Version compatible
Replies: 0
Views: 651

Mod list - Version compatible

Would it be possible to make a checkbox in the Mod window that filters out the mods that are not compatible with the version of Factorio being played?

/Steelsky
by Steelsky
Fri Apr 28, 2017 9:06 am
Forum: Releases
Topic: Version 0.15.3
Replies: 58
Views: 40730

Re: Version 0.15.3

JohnDowson wrote:It is really inconvenient that mod portal doesn't have "sort by compatible game version" feature.
A checkbox to not show mods that are incompatible with the installed version would be grand.

/S
by Steelsky
Mon Feb 27, 2017 6:09 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 160836

Re: GreyGoo Mk I: A self-expanding factory

This is as far as I've gotten. 20170227190301_1.jpg It's based on V2 of the save and between this and the next Autosave LTN tosses an error in a LUA. I'll kick off a V3 that I saw in the thread and see what happens. Sadly i don't seem to have the time between work and family to look into making a pa...
by Steelsky
Sat Feb 25, 2017 10:49 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 160836

Re: GreyGoo Mk I: A self-expanding factory

What is the current record for most tiles?

I am running the V2 of the base save and it's up to 669 (probably 675 as I'm writing this)

/s
by Steelsky
Thu Feb 23, 2017 1:30 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 160836

Re: GreyGoo Mk I: A self-expanding factory

DragonHeart996 wrote:
Use the foreman mod to transfer the start blueprints into a new save to build it.[/quote]

And then add the items to my inventory via console commands to start up the build from a Personal Roboport, seems doable :-)

Thanks, I'd not considered that way around it.

/Søren
by Steelsky
Thu Feb 23, 2017 11:21 am
Forum: General discussion
Topic: Moving a factory to a new map
Replies: 2
Views: 1970

Re: Moving a factory to a new map

Is there any way to move a factory to a new map, or else fully regenerate a map without affecting player entities? I built a self-expanding factory , and I'd like to make (and share, if possible), a version that can be run on many different maps. Using blueprints for this is a pain, as there are a ...
by Steelsky
Thu Feb 23, 2017 11:18 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 160836

Re: GreyGoo Mk I: A self-expanding factory

The first page of this has downloads of maps and mods used... =) I've run it a couple of times but I'd like to see how it would do if I generate a new map to run it on. As I understand the setup it would need to be a waterless map or something close to it since the current setup can't handle water ...
by Steelsky
Thu Feb 23, 2017 9:48 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 160836

Re: GreyGoo Mk I: A self-expanding factory

I am by no means a coder (Old Skool IT Techie here) but I'd love to play about with the concept of the selfreplicating base in various environments. Would it be possible to to create a modpackage that has the mods and a stash of items and blueprints that will allow us to set the starting conditions ...

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