Search found 139 matches
- Sun Sep 29, 2024 10:06 am
- Forum: Questions, reviews and ratings
- Topic: Nullius problems
- Replies: 13
- Views: 456
Re: Nullius problems
Iron ore generation is not significantly different in Nullius than in Vanilla. If you adjusted the default settings to lower frequency patches that would explain it, or if you installed an optional mod like RSO. Normally you can see where the ore will be in the map preview before you start. But this...
- Sat Sep 28, 2024 10:44 pm
- Forum: Questions, reviews and ratings
- Topic: Nullius problems
- Replies: 13
- Views: 456
Re: Nullius problems
Heat exchangers are a component in generating power. They use thermal energy to create steam. The heat to power then can come from solar collectors. Later, geothermal, and much later nuclear also are sources of thermal energy.
- Sat Sep 28, 2024 9:06 pm
- Forum: Questions, reviews and ratings
- Topic: Nullius problems
- Replies: 13
- Views: 456
Re: Nullius problems
A further point. The concept of a fixed ratio between combustion chambers and turbines seems to be assuming a particular build style for your hydrogen battery. There's nothing wrong with that build style, to be clear, but you should understand the implicit assumptions to make sure you aren't overloo...
- Sat Sep 28, 2024 8:45 pm
- Forum: Questions, reviews and ratings
- Topic: Nullius problems
- Replies: 13
- Views: 456
Re: Nullius problems
Just to make sure we're on the same page, hydrogen is only an energy storage solution, to complement variable wind or solar energy generation methods that actually create power. Burning it doesn't create more power than it took to electrolyze it. The priority system on electrolyzers and turbines all...
- Fri Jul 05, 2024 2:06 am
- Forum: Modding interface requests
- Topic: Inverted collision masks and multiple collision boxes/masks per entity
- Replies: 3
- Views: 359
Re: Inverted collision masks and multiple collision boxes/masks per entity
Even with scripts, there are subtle problems with these compound entities and hidden collision masks. These scripted entities usually don't behave exactly perfectly in all respects, especially once you start adding in other mod scripts. So It wouldn't just simplify something you can already do, but ...
- Sun Apr 21, 2024 3:24 am
- Forum: Off topic
- Topic: Techtonica makes me depressed. Factorio could be real 3D
- Replies: 23
- Views: 7193
Re: Techtonica makes me depressed. Factorio could be real 3D
Yeah, just because something looks cool doesn't mean it's more fun. There are advantages to 2D for a factory builder. The 3D versions at a glance seem like they might be better, but in practice can be a bit of a chore to play. If Factorio 2 was 3D, it would get lost in the noise of other games tryin...
- Mon Jan 29, 2024 11:30 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 38194
Re: [1.1] Nullius: A Factorio prequel
What didn't you understand about the bio drones? Did you not know about using artillery remotes on map view? Did you place them all in person with a Mecha?
- Sat Jan 20, 2024 2:07 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 29928
Re: Friday Facts #394 - Assembler flipping and circuit control
Until you beacon it of course. Or would it be more efficient to beacon in the perpendicular direction? It's not more beaconable with 1 tile gaps. If you want room for beacons on both sides, then you can still alternate them with mirror to fit them closer together and use fewer beacons. You can stil...
- Sat Jan 20, 2024 12:13 am
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 29928
Re: Friday Facts #394 - Assembler flipping and circuit control
The amount of effort put in to automate the flipping of fluid recipies for both Vanilla and Modded content just feels weird. I want to preface that I do genuinely appreciate the effort put in to do all of this work for 2.0, flipping included ... But I do genuinely have to wonder why the idea of jus...
- Fri Jan 19, 2024 8:27 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 29928
Re: Friday Facts #394 - Assembler flipping and circuit control
to something like faction This is how Nullius refers to forces in its multiplayer mode with multiple forces. But I think it would be more trouble than it's worth to change it internally, and make modders change their code for something cosmetic like this. Plus as a programmer I appreciate working w...
- Fri Jan 19, 2024 5:54 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 29928
Re: Friday Facts #394 - Assembler flipping and circuit control
Whoever wrote the FFF missed an important trick with mirroring. In the picture of refineries on the bottom, that's not even close to optimal. To make full use of mirroring, you mirror all the buildings next to one another, then you don't need to leave a 1 tile space between the adjacent buildings li...
- Tue Jan 09, 2024 3:02 am
- Forum: Questions, reviews and ratings
- Topic: Ingredient tree mod?
- Replies: 3
- Views: 712
Re: Ingredient tree mod?
I second Factory Planner. It's not instant or effortless to break things down many levels at once, but you can get the information you need. It would be hard for a mod to do exactly what you want fully automatically, because it doesn't really understand why you don't want it to break down belts. Tha...
- Sun Jan 07, 2024 12:54 am
- Forum: Questions, reviews and ratings
- Topic: Nullius: switch control to another android body
- Replies: 2
- Views: 710
Re: Nullius: switch control to another android body
Look at the tooltip description of the other android when you hover over it with your cursor. Make sure you have descriptions enabled and no mods that delete them. Tooltip descriptions of things are very important in Nullius. You can change the key binds in the settings -> controls menu.
- Sun Dec 24, 2023 9:50 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1376641
Re: Bugs & FAQ
This bug started showing up with the latest update to Angel's Refining. It reproduces with Transport Drones and Angel's Refining and no other mods:
- Sun Nov 26, 2023 7:25 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 38194
Re: [1.1] Nullius: A Factorio prequel
And now the 1.8.0 version is out with major tech rebalancing. The early game research is intended to go faster now, in part to go along with the new multiplayer feature where people will need to get through some early tech on their own before joining up. This change extends approximately to the tech...
- Thu Nov 16, 2023 6:12 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 38194
Re: [1.1] Nullius: A Factorio prequel
The 1.7.0 major release is out. One noteworthy new feature is an optional new multiplayer game mode. Instead of everyone starting in the same place and working together, each new player starts in their own faction at their own landing site scattered across the planet. A new line of techs deals with ...
- Wed Nov 15, 2023 6:55 am
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 33486
Re: Do not pause game when looking at research in single player
I didn't realize, but yeah, it's not applicable here (yet) if it doesn't let you actually open and close GUIs and interact with the tech screen (e.g. scroll and queue research). Improving that seems like the path forward.
- Wed Nov 15, 2023 1:13 am
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 33486
Re: Do not pause game when looking at research in single player
I want to play in a relaxed manner and it helps me to pause the game when I'm in the tech tree and think about what I want to research next. The consensus is to give people a way to get what they want. You don't have to be against this feature just because you don't personally plan on taking advant...
- Mon Oct 23, 2023 8:13 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 54488
Re: Friday Facts #381 - Space Platforms
[Moderated by Koub : Response to a moderated comment]
- Sat Oct 21, 2023 11:07 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 54488
Re: Friday Facts #381 - Space Platforms
The gameplay of this was designed by me, kovarex and v453000 together. But If you still don't know what SE is all about, read up on Arcosphere usage and production, though do for sure avoid the spoilers. Are you responding to Earendel and telling them if they still don't know what SE is all about t...