Search found 23 matches

by AliceTheGorgon
Sun Oct 27, 2024 4:40 pm
Forum: Ideas and Suggestions
Topic: Way to *force* tank to always turn when holding the turn keys, no matter what
Replies: 1
Views: 338

Way to *force* tank to always turn when holding the turn keys, no matter what

Edit: It seems like the main culprit is that the tank won't turn if you're holding forward and turn at the same time, if the tank can't go forward. So being blocked forwards means the tank will actively refuse to turn unless you let go of forward.

Edit 2: Though the tank will *also* sometimes not ...
by AliceTheGorgon
Tue Oct 22, 2024 12:52 am
Forum: Mods
Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
Replies: 11
Views: 6829

Re: [MOD 0.15 - 2.0] DayPhaseAdjuster

Updated to support Space Age.
Everything seems to work fine, but it hasn't been extensively tested. I've just visited each planet in a test game and verified that day lengths were changing correctly.

If anyone runs into any issues, let me know. Preferably with an example save showing the issue ...
by AliceTheGorgon
Fri Feb 16, 2024 12:43 am
Forum: Gameplay Help
Topic: [Solved] Nonsensical power connections when blueprint constructed
Replies: 3
Views: 984

Re: Nonsensical power connections when blueprint constructed

Ah. That does appear to be the case. Annoyingly, every search attempt I made brought up old posts saying that blueprints *didn't* preserve wires. Glad to know that they do now.

Thanks. Looks like I've got to update the blueprint and then do a whole lot of deconstruct/reconstruct orders.
by AliceTheGorgon
Fri Feb 16, 2024 12:17 am
Forum: Gameplay Help
Topic: [Solved] Nonsensical power connections when blueprint constructed
Replies: 3
Views: 984

[Solved] Nonsensical power connections when blueprint constructed

So I've got a pretty big base going, but have been having pretty much constant power issues. After dozens of hours of this, I finally noticed that the electrical connections in my solar blueprints are often just not connecting for no apparent reason. I've got a substation next to a big electric pole ...
by AliceTheGorgon
Sat Jan 20, 2024 2:34 am
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 43311

Re: Friday Facts #394 - Assembler flipping and circuit control


Assembling machine circuit control applyed on centrifuge removes challenge of designing efficient enrichment process.
I am not sure it is correct approach.

And?
Blueprints and construction robots remove the "challenge" of hand-building everything in the factory. If someone is able to setup an ...
by AliceTheGorgon
Thu Jun 17, 2021 2:35 am
Forum: Mods
Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
Replies: 11
Views: 6829

Re: [MOD 0.15 - 1.1] DayPhaseAdjuster

Bumped the mod version number so it gets recognized by 1.1.
Sorry for the delay, everyone. I'd forgotten that 1.1 released, and didn't think to check until just now when I got another hankerin' to play the game again.
by AliceTheGorgon
Fri Feb 21, 2020 4:58 am
Forum: Mods
Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
Replies: 11
Views: 6829

Re: [MOD 0.15+] DayPhaseAdjuster

Fair point. I generally don't play the experimental versions, but for a simple mod like this it does make some sense to do a quick test and update so it's listed as compatible ahead of time, instead of just waiting 'till it's in stable and forgetting about it instead.

I've added one marked with 0 ...
by AliceTheGorgon
Fri Feb 21, 2020 4:36 am
Forum: Mods
Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
Replies: 11
Views: 6829

Re: [MOD 0.17.x] DayPhaseAdjuster

I've updated the mod in the mod portal. As per usual, no code changes were needed, just updating info.json.

Since there appears to still be no way to mark the mod as compatible with multiple Factorio versions, I've taken to making the "patch" part of the version number follow the main Factorio ...
by AliceTheGorgon
Mon Jul 02, 2018 3:31 am
Forum: Mods
Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
Replies: 11
Views: 6829

Re: [MOD 0.16.x] DayPhaseAdjuster

Just a quick note that I've uploaded a version of the mod where the info.json lists compatibility with Factorio 0.16.

No actual code changes were made, as everything seemed to still be working fine in 0.16.

I also uploaded an updated version of the TimeUnfreezer, which fixed a typo where I set a ...
by AliceTheGorgon
Mon May 22, 2017 11:59 pm
Forum: Mods
Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
Replies: 11
Views: 6829

Re: [MOD 0.15.x] DayPhaseAdjuster

Oh my. I didn't realize that time stayed frozen across a save/load. Thank you very much for the info.

I've updated the mod so it doesn't freeze time (since everything seems to work fine even if time isn't frozen), and I've added a time unfreezing mod to the main post to unfreeze the time for anyone ...
by AliceTheGorgon
Mon May 22, 2017 9:30 pm
Forum: Mods
Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
Replies: 11
Views: 6829

Re: [MOD 0.15.x] DayPhaseAdjuster

Thanks for the info.
I'll leave the mod as-is though, since if a player really wants the mod enabled and also always day for some reason, then it's pretty easy for them to change the map settings to make this mod only use the daytime portion of the day for that save.
by AliceTheGorgon
Tue May 16, 2017 1:54 am
Forum: Mods
Topic: [MOD 0.15] Rocket Turret 0.0.8
Replies: 20
Views: 15114

Re: [MOD 0.15] Rocket Turret 0.0.4

I'm having the hardest time with graphic creation right now. I just can't get the sprite sheets right, they seem to glitch out pretty bad
I think I may have figured out what the problem is. The size of the new sprite sheets doesn't seem to match up to the size of the old sprite sheets, or the ...
by AliceTheGorgon
Tue May 16, 2017 12:53 am
Forum: Mods
Topic: [MOD 0.15] Rocket Turret 0.0.8
Replies: 20
Views: 15114

Re: [MOD 0.15] Rocket Turret 0.0.4

Thank you so much for making this mod! :D
I've been wanting a rocket turret for a long time, and it was always a bit weird whenever I'd go looking and find that they still didn't seem to exist yet.

MK 1, 2, & 3 tiers for support of other mods (Not really support, but, to keep them in line with ...
by AliceTheGorgon
Sun May 14, 2017 8:55 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 516373

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

At default settings it has 2k hp with 5/10% resistance. From what I recall %-ages go first then absolute values

Whoops. I thought that "5/10%" meant "At the current evolution level, this has a resistance of 5% out of a possible 10%". Didn't realize it meant a percentage and also a flat rate ...
by AliceTheGorgon
Sat May 13, 2017 10:04 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 516373

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

you've set the difficulty to a 5...
Nope. I just double checked, and the difficulty setting in the mod options is still 1. Just like it was by default.

I even disabled every mod except for NE-Enemies and generated a test world after double-checking that the difficulty was set to 1, and the red ...
by AliceTheGorgon
Sat May 13, 2017 9:04 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 516373

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Just gave it a shot with a turret firing at the spawner instead of me, and there wasn't any significant change in damage. The spawner still had about 95% of its health left after about 100 magazines of ammo.

That's probably because this is early game and I don't have any turret upgrades, because ...
by AliceTheGorgon
Sat May 13, 2017 3:59 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 516373

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

NE-Enemies probably shouldn't buff spawner health by anywhere near as much as it does. I just started a game with a spawner within screenview of my base (picture attached below), and found out that even 100 entire magazines of ammo leave the spawner with still about 95% full health .
For comparison ...
by AliceTheGorgon
Tue May 09, 2017 5:37 am
Forum: Mods
Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
Replies: 11
Views: 6829

[MOD 0.15 - 2.0] DayPhaseAdjuster

DayPhaseAdjuster

Description:
Allows you to adjust how long each phase of the day is (dawn, day, dusk, night).
Lengths are in seconds.
Setting any phase to 0 seconds will skip it.
With the default settings, the only change it makes is to make night as long as day.
Supports Space Age ...
by AliceTheGorgon
Tue May 02, 2017 11:48 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 645869

Re: [MOD 0.14] AAI Programmable Vehicles

Is there a simple way to make haulers always grab a certain amount of fuel from the depot (so they can refuel miners when picking up ore), but also be able to drop any surplus off if they have it (such as after picking up a load of coal from the coal miner)?

The only things I've been able to come ...
by AliceTheGorgon
Sun Mar 06, 2016 7:01 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 254530

Re: Friday Facts #128 - Back down to earth

You've just shown why they're a great idea - so we don't need to build that garbage in your last images.
We already don't have to.

That image was a setup designed to move items with chests and inserters faster than transport belts can move them.

Loaders and unloaders wouldn't make belts move ...

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