Search found 64 matches
- Fri Sep 06, 2024 2:17 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 27039
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
Another thought i had on the PLD issue: Yeah, currently, it's TRIVIAL to throw a bunch of PLDs in a power suit and ROLL through biter territory. With quality making things even better, it becomes even MORE trivial, so overall, I think some adjustments need to be made. One solution could be making bi...
- Fri Sep 06, 2024 2:06 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 27039
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
Not sure if evolution factor determining spawner health is the best solution. I think i'd perhaps be a better method to derive health of the spawners SOLELY from the number of spawners DESTROYED. This would mean, even if you "start late" in destroying spawners, they won't all be at max-hea...
- Fri Jul 26, 2024 6:38 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 19856
Re: Friday Facts #421 - Optimizations 2.0
Question about robot movement logic and the "faking it" approach with regards to combat / biter attacks. The technical aspect of "faking smooth movement" can have a big performance improvement, and that's always great, but will this have unintended consequences with regard to rob...
- Sun Jun 23, 2024 3:50 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 76905
Re: Friday Facts #376 - Research and Technology
Research Target: Quality. Have quality of recipes be able to be improved using research: +(1-3% bonus to quality) per research level 1) Quality mechanics still require that quality modules be placed in the machine doing the crafitng. If you research 4 levels of Quality but have no quality modules in...
- Sun Jun 23, 2024 3:08 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 76905
Re: Friday Facts #376 - Research and Technology
Can we get more info/details on item productivity research? Or is this something being kept underwraps until release date? ----a sort of: "hey, there will be items that you can research productivity on, but we're not gonna say what, and you'll just have to wait and see."?
- Sun Jun 23, 2024 1:52 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 816
- Views: 179040
Re: Friday Facts #375 - Quality
suggestion for repair packs: While repair packs essentially lasting longer is cool... i think it's more useful if repair packs would repair damage at a quicker speed. Think legendary repair packs can be used by robots at perimeter defense to repair walls more quickly, reducing the time robots are ou...
- Mon Mar 11, 2024 6:29 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 816
- Views: 179040
Re: Friday Facts #375 - Quality
Some ideas for Quality: Underground pipes/belts: have longer range Locomotives: more pulling power / acceleration / or max speed Fuel: more accelerating power / higher energy density / increase to vehicle speed / reduced pollution Rail: higher top speed for locomotives Robots: faster "return to...
- Mon Oct 09, 2023 7:02 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 816
- Views: 179040
Re: Friday Facts #375 - Quality
Is there support/potential for underground belts/pipe reach-distance to be improved by quality, or has it already been firmly-decided to keep these entities' quality improvement solely health-based? (sorry if this has already been answered.)
- Sun Aug 11, 2019 2:30 am
- Forum: Modding help
- Topic: post-oil changes, some technologies impossible. (modded)
- Replies: 4
- Views: 1700
Re: post-oil changes, some technologies impossible. (modded)
Yes, that WOULD be nice, if everyone that made mods practiced best methods, but sometimes a mod comes along and it DOESN'T. This shouldn't be an issue, however, if the logic were changed slightly, such that, if a technology has a prerequisite named, that no longer exists, rather than marking it as &...
- Sun Aug 11, 2019 1:43 am
- Forum: Modding help
- Topic: post-oil changes, some technologies impossible. (modded)
- Replies: 4
- Views: 1700
post-oil changes, some technologies impossible. (modded)
After the oil update, some mods broke, but i realized, this could be resolved with a base-game update. Technology prerequisites, if removed, renamed, or altered in data-updates or data-final-fixes causes some technologies to be unreachable. This can be fixed by having "prerequisite" logic ...
- Sun Aug 04, 2019 5:53 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 153261
Re: Version 0.17.60
Overall, the changes were poorly conceived, executed, and do not "solve" the problem they attempt to address, but instead, created the very "rage quit" scenario the changes THOUGHT they'd prevent.
....Good job.
....Good job.
- Thu Jul 18, 2019 8:41 am
- Forum: Technical Help
- Topic: "Cargo empty" treating fluid wagons as cargo.
- Replies: 1
- Views: 929
"Cargo empty" treating fluid wagons as cargo.
So I have a mixed train: fluid wagons near the engine/front, and cargo wagons in the caboose. Single transport to Uranium outpost. Obviously empties sulfuric acid at outpost for mining, and fills cargo wagons with uranium. Wondering why "cargo empty"/"Cargo full" treats fluid wag...
- Sun May 12, 2019 6:40 am
- Forum: Technical Help
- Topic: Unable to check for mod updates
- Replies: 5
- Views: 3670
Unable to check for mod updates
screenshot: https://ibb.co/rZKS8Wm
last few releases, i've been unable to connect to mod portal API / game won't correctly scan for mod updates.
hovering over text, "Unable to check for updates" reveals " api call failed: (path: 'api/mods', status: 414)"
last few releases, i've been unable to connect to mod portal API / game won't correctly scan for mod updates.
hovering over text, "Unable to check for updates" reveals " api call failed: (path: 'api/mods', status: 414)"
- Sun Mar 03, 2019 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 22
- Views: 5230
sort mods in "install tab" by release date
Version 16 of factorio had this, but it was removed when 17 came out. Instead replaced with "trending", which, while that's cool and all, that lacks the functionality of seeing what the most recent released/updated mods are. The version number is mostly irrelvant as it's arbitrary what mod...
- Thu Feb 21, 2019 11:17 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 218662
Re: [MOD 0.13] Black Market (sell and buy on the market)
selling large amounts of u-coin results in uCoin becoming valued at 0u. whereas mod description /documentation lists it as always being 1u.
(3rd-party mod edit to add recipe to sell item for ucoin) dunno if that's important
(3rd-party mod edit to add recipe to sell item for ucoin) dunno if that's important
- Tue Feb 19, 2019 7:02 am
- Forum: Mods
- Topic: [MOD 0.16] Technology Market (buy technologies)
- Replies: 14
- Views: 8012
Re: [MOD 0.16] Technology Market (buy technologies)
any update on if this mod, does require any modification to run or no? does it have to be unzipped? or is something else causing it? edit 1: unzipping did enable it to load in vanilla, but crashes with angelspetrochem: "Failed to load mods: Error while running setup for technology prototype &qu...
- Sun Jan 13, 2019 6:35 am
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 46826
Re: Friday Facts #277 - GUI progress update
Wave Defense games and RTS-style games benefit more from diverging technology trees / CHOICES for upgrade path more than they benefit from variability in map generation. While having procedurally generated maps can be good for replayability, the map generating method is a minor thing, and a well-mad...
- Mon Nov 05, 2018 1:49 am
- Forum: Modding help
- Topic: check if graphic for icon usage exists or use "placeholder" graphic
- Replies: 1
- Views: 1003
check if graphic for icon usage exists or use "placeholder" graphic
How do i check if a graphic file with a given name exists inside a mod or directory in lua for factorio? and if it doesn't, use a different graphics file instead? something like if "__modname__/graphics/technology/techname.png" exists then tech.icon="__modname__/graphics/technology/te...
- Sun Oct 07, 2018 7:44 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29361
Re: [MOD 0.16.x] NiceFill
Odd sort of behaviour when paired with Factorio World (and other mods, but assuming factorio world x NiceFill is cause) tiles have a frequent chance of not changing to landfill, and if you run along while landfilling, it can sometimes result in player death. edit: just saw post by reika, appears to ...
- Thu Sep 27, 2018 3:18 am
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 91178
Re: Friday Facts #254 - No research queue for you
i disagree. for NEW players, having the tech window pop up after a completed technology *is* useful for some people. for *some* people. But for the majority of players, i do believe, most of us disable this quite early as it gets a bit annoying.