Search found 27 matches

by kaldskryke
Sat Jun 24, 2017 1:42 am
Forum: Railway Setups
Topic: Smart unloading station with waiting bay (0.15.11+)
Replies: 2
Views: 5966

Re: Smart unloading station with waiting bay (0.15.11+)

Thanks for sharing this mrvn,

I was having troubles understanding how trains behave when I disable stations and your system here helped clear that up. Hopefully I'll be able to adopt a simplified version of your system to fix my No Path problems.
by kaldskryke
Wed Jun 21, 2017 10:31 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 46706

Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

Imho, worst patch since that one that accidentally corrupted savegames ... :shock: I get you're upset, but I think this is a bit of an exaggeration. I was pretty dismayed to find a bunch of my stuff broken too, but this isn't anywhere close to the level of corrupting savegames. I appreciate that th...
by kaldskryke
Sun Nov 13, 2016 1:59 am
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31900

Re: [MOD 0.14.x] HardCrafting 0.5.0

Hi, Judos I really enjoy your mod, but I have a few questions: Is it intentional that the "Big" processing machine 1) Lacks a recipe for processing Rich Iron Ore? The tooltip says it's supposed to do everything the Pulverizer and Crusher can do. 2) Has a faster recipe for processing Iron O...
by kaldskryke
Sun Oct 09, 2016 7:31 pm
Forum: Mods
Topic: [MOD 0.14] Personal Roboport Switch
Replies: 20
Views: 11607

Re: [MOD 0.14] Personal Roboport Switch

I'm also having issues. While within the area of a stationary roboport, I can press "O" and I will get a message saying that my PRs should de-activate but they still participate in both construction and deconstruction. I've tried toggling multiple times, and leaving and re-entering the ran...
by kaldskryke
Thu Sep 22, 2016 7:37 pm
Forum: Modding interface requests
Topic: Flag for direction_only friendly fire.
Replies: 5
Views: 5456

Re: Flag for direction_only friendly fire.

I'm sorry to necro an old post, but I came here to make a similar request and found this when I searched before creating a new topic. I'm trying to modify "bullet" weapons to fire visible projectiles using the direction_only parameter and it works great... except that gun turrets can't sh...
by kaldskryke
Thu Sep 22, 2016 7:21 pm
Forum: Modding interface requests
Topic: Flag for direction_only friendly fire.
Replies: 5
Views: 5456

Re: Flag for direction_only friendly fire.

I had written out a nice long response detailing my testing on the matter, but once again the factorio forums logged me out after X minutes of "inactivity". Logging in brought me back tot he "Post a Reply" page but my entire post was lost to the ether. I really need to get better...
by kaldskryke
Wed Sep 21, 2016 5:06 pm
Forum: Modding interface requests
Topic: Flag for direction_only friendly fire.
Replies: 5
Views: 5456

Re: Flag for direction_only friendly fire.

I'm sorry to necro an old post, but I came here to make a similar request and found this when I searched before creating a new topic. I'm trying to modify "bullet" weapons to fire visible projectiles using the direction_only parameter and it works great... except that gun turrets can't sho...
by kaldskryke
Tue Sep 20, 2016 7:56 pm
Forum: Releases
Topic: Version 0.14.8
Replies: 23
Views: 22665

Re: Version 0.14.8

I'm very pleased about the ability to resume research! Maybe someday we'll be able to queue research too
by kaldskryke
Fri Aug 12, 2016 7:10 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 83236

Re: Friday facts #151 - The plans for 0.14

I'm sad to see that a combat-rebalance is not on the list for your plans before 1.0. The new additions to combat lately are nice, like the new grenades and flamethrowers. But there are some issues with Factorio's existing combat, particularly with the balance between items. An easy example is to com...
by kaldskryke
Thu Nov 12, 2015 11:14 pm
Forum: Releases
Topic: Version 0.12.17
Replies: 36
Views: 41670

Re: Version 0.12.17

Does anyone else find it strange that the icon for Automation technology shows an inserter and a transport belt, neither of which are unlocked by Automation? I guess I was expecting an image of an Assembling Machine or something, since that's the major unlock for the Automation tiers.
by kaldskryke
Fri Jul 31, 2015 4:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.0] [Rseding91] Constructionbots repairing Combatbots
Replies: 6
Views: 4580

Re: [0.12.0] [Rseding91] Constructionbots repairing Combatbots

I'm afraid this "bug"fix is slightly problematic for a mod I'm making (still Work-In-Progress). I've modded my combat robots to be less of a "temporary" thing and more of a "semi-permanent follower". They live much, much longer both in terms of duration and HP, and I in...
by kaldskryke
Fri Jun 05, 2015 5:56 pm
Forum: News
Topic: Friday Facts #89 Timetables
Replies: 82
Views: 59787

Re: Friday Facts #89 Timetables

Aww yiss! 2x2 turrets are much better! I've been tinkering with writing my own combat rebalance mod, and one of the first things I did was increase the laser turret size/graphics to 2x2. This went a long way in reducing how overpowered they were, because while the damage/cost stays reasonable, the &...
by kaldskryke
Mon May 25, 2015 11:11 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176303

Re: [MOD 0.11.*] Resource Spawner Overhaul

Howdy, Orzelek! Thanks for keeping this wonderful mod alive! I have a relatively small request, which I've managed to implement for myself but I'd like to see it added to future releases. Summary: Change starting_area_size (in config.lua) to be valid for sizes less than 1 (ie 0.5) OR Change starting...
by kaldskryke
Fri May 22, 2015 8:30 pm
Forum: News
Topic: Friday Facts #87 - Visitors
Replies: 40
Views: 35038

Re: Friday Facts #87 - Visitors

In the ill-fated "Command & Conquer Tiberian Sun", you could pave your base and it would prevent subterranean units (such as the flame tank) from being able to surface. Factorio's enemy faction has giant worms, which is cool, but they are completely static. Would it ever be possible to...
by kaldskryke
Fri May 22, 2015 8:26 pm
Forum: News
Topic: Friday Facts #87 - Visitors
Replies: 40
Views: 35038

Re: Friday Facts #87 - Visitors

Will the focus of Pollution in Factorio be always limited to only air-pollution? If the concept is ever extended to include ground-pollution, creating pathways under factories would be a great way to mitigate it.
by kaldskryke
Fri May 08, 2015 8:21 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 198410

Re: Support - Uranium Power

Well, I suppose there will be huge hole in the ground ;) But maybe you're right - it's way too risky to transport these little bombs on belts. Last night I was wondering how to solve that problem. First idea that came to my mind was to combine petroleum gas with fluorine and chlorine, witch gives u...
by kaldskryke
Fri May 01, 2015 2:52 pm
Forum: News
Topic: Friday Facts #84 - The wedding day preprations
Replies: 54
Views: 41679

Re: Friday Facts #84 The wedding day preprations

I'm excited for bigger enemies! Biters and Spitters in this game die way too quickly. If you blink, you will miss them. For a game as thoughtful and "slow" as Factorio, the combat is very fast. It's a big contrast that feels very jarring. Bigger, slower biters that live longer but do more ...
by kaldskryke
Tue Jan 13, 2015 10:18 pm
Forum: Modding help
Topic: Understanding spawner parameters
Replies: 3
Views: 2820

Re: Understanding spawner parameters

Thanks. I'm trying to create a mod that increases the size of biter attacks, and if possible also reducing the overall frequency of attacks. The "pollution_to_join_attack" key for biters/spitters is interesting. Do biters absorb pollution directly? I always assumed that only spawners could...
by kaldskryke
Mon Jan 12, 2015 9:33 pm
Forum: Modding help
Topic: Understanding spawner parameters
Replies: 3
Views: 2820

Understanding spawner parameters

Hey guys, I'm tinkering with the behavior of biter/spitter spawners and I'm curious about these two keys: max_count_of_owned_units max_friends_around_to_spawn The first one seems somewhat self-explanatory. I'm assuming that the spawner will create a new unit every (spawning_cooldown) ticks, which &q...

Go to advanced search