Search found 309 matches

by LordFedora
Tue Sep 06, 2016 7:56 pm
Forum: Releases
Topic: Version 0.14.4
Replies: 14
Views: 16152

Re: Version 0.14.4

Can we get an alias for shout that's /all ?
by LordFedora
Mon Nov 02, 2015 8:43 pm
Forum: Ideas and Suggestions
Topic: Authentication and proper server management
Replies: 15
Views: 17100

Re: Authentication and proper server management

Well, he's saying you have a mod that all it does is force it's existence to join the multiplayer server, and then only give that mod to the people you want to join...
by LordFedora
Mon Oct 19, 2015 7:45 pm
Forum: Ideas and Suggestions
Topic: Extend Combinators
Replies: 8
Views: 10905

Re: Extend Combinators

you don't need >= or <=, just use !(x < y) and !(x > y) :P
by LordFedora
Mon Oct 12, 2015 7:45 pm
Forum: Modding help
Topic: Resource limits
Replies: 7
Views: 5998

Re: Resource limits

well, 2.14e9 is about 2.1e9...

the 4.29e9 would be if it's an unsigned int

so technically correct?
by LordFedora
Thu Oct 08, 2015 2:16 pm
Forum: General discussion
Topic: So who are we?
Replies: 18
Views: 13033

Re: So who are we?

It does bring up an interesting point

The dude crashed onto a planet with nothing more than a science library in his suit,

And he works up (in only a matter of hours in some cases) all the way up to a working space industry

Damn son, NASA hire this man (if they hadn't already...)
by LordFedora
Tue Oct 06, 2015 2:35 pm
Forum: Gameplay Help
Topic: Change ore settings in game?
Replies: 5
Views: 10078

Re: Change ore settings in game?

/c game.regenerate_entity("cobalt-ore") should work
by LordFedora
Tue Oct 06, 2015 2:25 pm
Forum: General discussion
Topic: Factorio 100 000 copies sold in...
Replies: 14
Views: 15433

Re: Factorio 100 000 copies sold in...

How dare they have the nerve to get sick on the eve of such a momentous occasion /s
by LordFedora
Sun Oct 04, 2015 3:47 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 87513

Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20

While we're on the topic of debug settings you can change the basic tab, and toggle it with F5...
by LordFedora
Sun Oct 04, 2015 3:42 pm
Forum: Ideas and Suggestions
Topic: Incorporate story in load screen
Replies: 9
Views: 8839

Re: Incorporate story in load screen

i thought there was 4 stages, but there is only 3 so i'll just come up with one for sounds "Running auditory diagnostics..."
by LordFedora
Sat Oct 03, 2015 11:11 pm
Forum: Ideas and Suggestions
Topic: Incorporate story in load screen
Replies: 9
Views: 8839

Re: Incorporate story in load screen

Or use the current messages... Just reworded so they sound cooler

Like "recovering Databanks" for loading mods "initializing optical processor" for sprites etc
by LordFedora
Fri Oct 02, 2015 1:46 am
Forum: Ideas and Suggestions
Topic: Construction Request Chests
Replies: 16
Views: 9627

Re: Construction Request Chests

My point was that the counter argument brought up by lancar wasn't useful, as we're discussing why construction robots being able to take from requester chests might be a bad idea... the worst thing that could happen from the robot taking an item from the blue chests, is that a logistics robot has t...
by LordFedora
Thu Oct 01, 2015 8:29 pm
Forum: Ideas and Suggestions
Topic: Construction Request Chests
Replies: 16
Views: 9627

Re: Construction Request Chests

Yeah, but if the biters leveled it, then something is broken (also can biters break concrete/brick?)
by LordFedora
Thu Oct 01, 2015 8:27 pm
Forum: Ideas and Suggestions
Topic: Power indicator on power poles
Replies: 8
Views: 7934

Re: Power indicator on power poles

network the pole is connected to is a debug option
by LordFedora
Thu Sep 24, 2015 2:26 pm
Forum: Balancing
Topic: Push robots and fast inserters back
Replies: 13
Views: 22822

Re: Push robots and fast inserters back

You have to be careful then, because blue inserters are required to make blue science if they require red chips, then blue science requires two red chips instead of just one honestly i don't see anything wrong with blue inserters, if i HAD to suggest a balance for them, it would be make them require...
by LordFedora
Wed Sep 23, 2015 7:10 pm
Forum: Balancing
Topic: Push robots and fast inserters back
Replies: 13
Views: 22822

Re: Push robots and fast inserters back

Except fast inserters aren't all that useful until you get to the later stages when you need more items going though assemblers/chem plants Hell, in the speed run that Melfish talked about (though i haven't watched all of AntiElite's) we don't use fast inserters until oil/post science, and even then...
by LordFedora
Wed Sep 23, 2015 2:24 pm
Forum: Pending
Topic: [0.12.7][posila] Science pack consumption
Replies: 9
Views: 13703

Re: [0.12.7][posila] Science pack consumption

This isn't an occurrence where the science gets eaten, but here's another save where science doesn't complete Select automation1, add science pack (should be in inventory, but it's multiplayer so it might not work) and it won't complete, tested with high latency, low latency, full power, starting p...
by LordFedora
Wed Sep 23, 2015 1:52 pm
Forum: Videos
Topic: Factorio Speedrun in 3:35:45 - new WR
Replies: 19
Views: 20432

Re: Factorio Speedrun in 3:45:58 - new WR

We haven't fully decided on a seed quite yet, but it's likely to be some varient on this one

Code: Select all

>>>AAAMAAgAAAABAgYAAAAEAAAAY29hbAEFBAoAAABjb3BwZXItb3Jl
AQUECQAAAGNydWRlLW9pbAMCBAoAAABlbmVteS1iYXNlAgEECAAAAGl
yb24tb3JlAQUEBQAAAHN0b25lAgIEhz/VULQZAAASnQAAAAAAAAAAAA
AEAVN+WVs=<<<
by LordFedora
Wed Sep 23, 2015 1:39 am
Forum: Pending
Topic: [0.12.7][posila] Science pack consumption
Replies: 9
Views: 13703

Re: [0.12.7][posila] Science pack consumption

This isn't an occurrence where the science gets eaten, but here's another save where science doesn't complete Select automation1, add science pack (should be in inventory, but it's multiplayer so it might not work) and it won't complete, tested with high latency, low latency, full power, starting po...
by LordFedora
Mon Sep 21, 2015 7:46 pm
Forum: Videos
Topic: Factorio Speedrun in 3:35:45 - new WR
Replies: 19
Views: 20432

Re: Factorio Speedrun in 3:45:58 - new WR

We're working on taking it back, but classes started a few weeks ago, and our players can't agree on a weekend for running it again, but we're already planning on shooting for 3:20ish

So if you want to beat us in less then a week again you have time to plan :P
by LordFedora
Mon Sep 21, 2015 7:44 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 84535

Re: Count to 1,000,000

391 because what is dead can never TRULY die

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