Search found 14 matches

by houkime
Thu Oct 26, 2017 1:19 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294106

Re: [MOD 0.15+] Xander Mod v1.3.0

Me too can probably help things out.
Really, get a github repo already so we can all fork you and spam with pull requests ^_^
I remember you complained you can't really do complex programming of objects' behavior, so this is one way to solve this.
by houkime
Sun Aug 27, 2017 2:57 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294106

Re: [MOD 0.15+] Xander Mod v1.2.0

Some illustrations to my concepts.
Note that steam belt is effectively one-sided by the pipe at all times.

Image
by houkime
Sun Aug 27, 2017 1:29 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294106

Re: [MOD 0.15+] Xander Mod v1.2.0

I actually don't like an approach of burner universal assemblers and inserters. Both actually suggest some sensorics and programmability involved which actually cannot be true on this stage. Also they introduce balance issues. Instead I personally would suggest reducing early recipe count to minimum...
by houkime
Thu Aug 24, 2017 11:25 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294106

Re: [MOD 0.15+] Xander Mod v1.1.1

It is usually handled via Github. It also allows people to easily fork your project and help you fix bugs.
Great thing, whole Linux development is done like that.
by houkime
Mon Aug 21, 2017 10:56 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294106

Re: [MOD 0.15+] Xander Mod v1.0.0

Well, if you don't like lategame plates so much make IronOre -*chemistry-chemistry* ->FineIronPowder-> *3d printer machine* -> a complex irregularly shaped part for whatever or even the whole mechanism. Like, fineMetalPowder+Coils+MagnetizedIron->*3d-printer*->Electric Stepper Motor. You also don't ...
by houkime
Mon Aug 21, 2017 3:00 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294106

Re: [MOD 0.15+] Xander Mod v1.0.0

The main problem is that Factorio vanilla does not really make sense from the physical standpoint. )) You actually need to reinvent everything in Factorio in order for physics and logic to help you instead of messing with "smooth enjoyable gameplay". Once you achieve it, you will automatic...
by houkime
Sat May 20, 2017 3:15 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 149514

Re: Friday Facts #191 - Gui improvements

Also there needs to be a way to fill ghosts quicker. Pipette allows it, but it is too slow this way. I propose holding Shift-LMB or sth like that to fill the ghost under the cursor. Dream is to be able to do it while running. Reviving ghost images to real buildings I still say would work well like ...
by houkime
Fri May 19, 2017 6:56 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 149514

Re: Friday Facts #191 - Gui improvements

For easy making ghosts without things at hand I propose some form of Ghost Pipette. A pipette which returns ghost. Probably shift-Q. I don't like the tabs system. All at once is good for me. Less clicks and less frustration. Also there needs to be a way to fill ghosts quicker. Pipette allows it, but...
by houkime
Fri May 19, 2017 5:53 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51651

Re: Version 0.15.12

For me Factorio, especially modded Factorio, was always more about calculating and designing. It's also quite fun when, for example, mod allows some not obvious infinite loops and you can design a giant generator that outputs something out of nothing, and then refine the design. Or when you can real...
by houkime
Mon May 15, 2017 7:04 pm
Forum: Ideas and Suggestions
Topic: [0.15.x] Filling ghosts while running
Replies: 0
Views: 756

[0.15.x] Filling ghosts while running

TL;DR Automatically fill ghosts under your cursor when holding ctrl+LMB/shift+LMB or (less convenient) Q+LMB, even while running. What ? It is the same thing that you can already do via using Pipette on ghosts, but continuous and thus much-much quicker. Also Pipette-from-ghost auto-centers building...
by houkime
Fri May 05, 2017 6:37 pm
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 34339

Re: Version 0.15.8

Great work on polishing v15!

... now with all these early-game blueprints if only I could fill ghosts from inventory using ctrl-click, MMB or sth like this... quickly building boring parts of the factory in a tap-tap-tap style slowed down only by crafting speeds and logistical challenges...
by houkime
Sun Apr 30, 2017 11:03 pm
Forum: Releases
Topic: Version 0.15.5
Replies: 33
Views: 28976

Re: Version 0.15.5

Damn I think someone Speed Beaconed the devs. O.o The crazy thing is that I've played probably 25-30 hours of the game sense 0.15 came out, and only encountered 3 of true bugs that have been fixed in all these past updates. You know a dev team is doing something right when 90% of the fixed bugs are...
by houkime
Wed Apr 26, 2017 2:16 am
Forum: Releases
Topic: Version 0.15.2
Replies: 50
Views: 37591

Re: Version 0.15.2

Changes Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. (https://forums.factorio.com/44717) Is some real optimization of biter pathfinding planned in the near future? Like swarm mechanics instead of individual pathfinding and so on? Because it...
by houkime
Tue Apr 25, 2017 8:09 pm
Forum: Technical Help
Topic: .15 MP biter lag + Is there a need to simulate all map?
Replies: 0
Views: 591

.15 MP biter lag + Is there a need to simulate all map?

(post was moved by moderator, but thanks ^_^) Tested out a mass multiplayer (200+) session with new version of Factorio... And surprisingly it was almost fine although i don't have a fast computer at all. It is like 6+ years old. Something to notice: 1. When you try to sort servers, it sorts servers...

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