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.
Search found 14 matches
- Thu Oct 26, 2017 1:19 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 349805
- Sun Aug 27, 2017 2:57 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 349805
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](https://forums.factorio.com/images/ext/407a9d004910fdd393f0c8a4d3bb3ce7.jpg)
Note that steam belt is effectively one-sided by the pipe at all times.
![Image](https://forums.factorio.com/images/ext/407a9d004910fdd393f0c8a4d3bb3ce7.jpg)
- Sun Aug 27, 2017 1:29 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 349805
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 ...
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 ...
- Thu Aug 24, 2017 11:25 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 349805
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.
Great thing, whole Linux development is done like that.
- Mon Aug 21, 2017 10:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 349805
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 ...
You also don't ...
- Mon Aug 21, 2017 3:00 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 349805
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 automatically ...
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 automatically ...
- Sat May 20, 2017 3:15 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 178559
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 ...
- Fri May 19, 2017 6:56 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 178559
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 ...
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 ...
- Fri May 19, 2017 5:53 pm
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 58902
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 ...
Or when you can ...
- Mon May 15, 2017 7:04 pm
- Forum: Ideas and Suggestions
- Topic: [0.15.x] Filling ghosts while running
- Replies: 0
- Views: 921
[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 ...
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 ...
- Fri May 05, 2017 6:37 pm
- Forum: Releases
- Topic: Version 0.15.8
- Replies: 58
- Views: 38603
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...
... 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...
- Sun Apr 30, 2017 11:03 pm
- Forum: Releases
- Topic: Version 0.15.5
- Replies: 33
- Views: 31535
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 ...
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 ...
- Wed Apr 26, 2017 2:16 am
- Forum: Releases
- Topic: Version 0.15.2
- Replies: 50
- Views: 41100
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 ...
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 ...
- 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: 718
.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 ...
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 ...