Search found 199 matches

by Cribbit
Fri Oct 25, 2019 1:17 pm
Forum: Modding help
Topic: Creating Assembly machine with integrated Electric pole
Replies: 32
Views: 6936

Re: Creating Assembly machine with integrated Electric pole

julius1701 wrote:
Fri Oct 25, 2019 12:44 pm
Q3: i would look at the recipe of the electric-engine since it can only be built in an assembly machine. maybe you could copy and edit that code
They're asking about being able to "upgrade" an assembler to one that includes the pole, not having poles only buildable in assemblers.
by Cribbit
Thu Oct 24, 2019 8:26 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 4464

Re: Light rail

Counting stops as signals, since they are also directional. No, stops doesn't count as signals. Just tested. Works fine without any signals. What exactly works fine? We're talking about a hypothetical mod. I'm not literally saying that stops act as signals, but that for the sake of using signal's d...
by Cribbit
Thu Oct 24, 2019 7:39 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 4464

Re: Light rail

I'm thinking of writing it myself in a much simpler way. All this needs is to determine direction by the rails rather than by the train. We already have signals on the track. If a track only has signals for one direction, it's monodirectional. Both ways, bidirectional. Counting stations as "si...
by Cribbit
Thu Oct 24, 2019 5:40 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Angel's/ Bob's Mods Item Database
Replies: 1
Views: 4291

Re: Angel's/ Bob's Mods Item Database

I've attached the JSON that Kirk's calculator uses for Bob's. Caveat: I do not play bob/angels or know anything about it to know how comprehensive this is. https://github.com/KirkMcDonald/kirkmcdonald.github.io has a python script for getting info out of the game. There are others out there if you g...
by Cribbit
Thu Oct 24, 2019 3:02 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 4464

Re: Light rail

The problem is that in Factorio, bi-directional trains have a very unrealistic disadvantage in that only the locomotives facing the "correct" direction contribute to the total propulsion power of the train, whereas the locomotives facing the "wrong" direction do not contribute a...
by Cribbit
Thu Oct 24, 2019 2:22 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 4464

Re: Light rail

The problem is that in Factorio, bi-directional trains have a very unrealistic disadvantage in that only the locomotives facing the "correct" direction contribute to the total propulsion power of the train, whereas the locomotives facing the "wrong" direction do not contribute a...
by Cribbit
Thu Oct 24, 2019 1:55 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 4464

Re: Light rail

What would be the difference to a belt? Items only move in chunks of wagon size? You could use Deadlocks crating mod. Instead of your mini train you would have filled and empty crates that travel on normal belts. Going 500-2000 tiles is quite a lot for belt, and just feels wrong to me. But it's als...
by Cribbit
Thu Oct 24, 2019 1:14 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 4464

Re: Light rail

AAI is way too much of an overhaul for my needs, but logicarts look interesting. I consider them too powerful though. One of my big concerns with designing this would be making sure that it doesn't end up replacing belts or trains, just complimenting them. I take joy in tradeoffs.
by Cribbit
Wed Oct 23, 2019 8:01 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 4464

Light rail

I'm thinking of making this as a mod, but wanted to post it anyways. To me, one of the more frustrating things in the mid game (and even into late game) is moving a large quantity of items a medium distance. Long distance is obviously full on rail. Short distance is belt. Medium distance is... eh. Y...
by Cribbit
Wed Oct 23, 2019 5:58 pm
Forum: Ideas and Requests For Mods
Topic: Dynamic Stack Sizes - an alternative to Even Distribution
Replies: 8
Views: 3425

Re: Dynamic Stack Sizes - an alternative to Even Distribution

What I've always wanted was something like shift + number + click to drop that amt * 10 in, right click to drop * 5 the number. That gives you 5-50 easily accessible on the fly. Howabout shift + number + lclick to drop 1 * number (1-10), or shift + rclick to drop 10 * number (10-100). I imagine the...
by Cribbit
Wed Oct 23, 2019 2:12 pm
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 39
Views: 13932

Re: Criticism: Belt Immunity Equipment

You can mod it, but in vanilla that's your best bet.
by Cribbit
Tue Oct 22, 2019 9:38 pm
Forum: Ideas and Requests For Mods
Topic: Dynamic Stack Sizes - an alternative to Even Distribution
Replies: 8
Views: 3425

Re: Dynamic Stack Sizes - an alternative to Even Distribution

I think part of the issue will be changing stack size would also change stack size in the machines. I want to put 50 coal in something to run for a long time, while also being able to put 5 coal in something to run for a little bit of time. What I've always wanted was something like shift + number +...
by Cribbit
Tue Oct 22, 2019 5:07 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 364842

Re: [MOD 0.17] Industrial Revolution

I love sushi malls (I tend to sushi my science in vanilla) and this mod makes them so much more useful. Back on the "iron is too far away" topic - I think it's totally valid to have it potentially be really far away, but it felt bad to me because of the lack of rail. You get left with thre...
by Cribbit
Tue Oct 22, 2019 3:12 pm
Forum: Gameplay Help
Topic: express splitter sill need normal transport belts??.
Replies: 3
Views: 1454

Re: express splitter sill need normal transport belts??.

iosman123 wrote:
Tue Oct 22, 2019 2:42 pm
Hello,

am i missing something or why does the express splitter still needs normal belts instead of express belts?

thanks
iosman
Do you have screenshots of what you're seeing?
by Cribbit
Tue Oct 22, 2019 12:20 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 364842

Re: [MOD 0.17] Industrial Revolution

CyberMan wrote:
Tue Oct 22, 2019 10:23 am
so nobody cares about monetization of popular youtube video with factorio letsplay using IR?
Why should it be required to be allowed? Deadlock made the content, deadlock gets to decide how money can be made from it. Not everything needs to be monetized.
by Cribbit
Mon Oct 21, 2019 10:12 pm
Forum: Gameplay Help
Topic: Train speed formula
Replies: 18
Views: 11226

Re: Train speed formula

So https://calculatorio.com/train_acceleration/ is accurate then? No, it's using the old code that was on the wiki which has the wrong friction calc. This spreadsheet has correct code: https://docs.google.com/spreadsheets/d/1UIwpIDCd2vsq2SaMxm3uMWXY0tumes9mhqhLij5aJ_M/edit#gid=1156092035 (by knight...
by Cribbit
Mon Oct 21, 2019 9:36 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 31174

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

Loving the biter update. Now we just need biter base creep to prevent turret cheesing and maybe a couple more biter types. The military balance changes in the last few major versions have actually made turret creep kind of outmoded. It's not like it was back in .14 and prior. It's not bad, it's jus...
by Cribbit
Mon Oct 21, 2019 9:30 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 31174

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

35 minutes into the game, and the biters are overwhelming my defenses. Don't spread out your turrets. Biters will "dive" at the first military they encounter, with a range a decent bit wider than the turret itself. You can still cover quite a wide area, and if you need a wider area you ca...
by Cribbit
Mon Oct 21, 2019 9:28 pm
Forum: Ideas and Suggestions
Topic: After Rocket launch - keep playing - Game changer to Tower Defense
Replies: 3
Views: 1412

Re: After Rocket launch - keep playing - Game changer - Tower Defense

Artillery lets you get into this. Basically the first part of what you ask for, but they go after the arty rather than the silo. There are a lot of excellent mods for expanding the military of the game. You're going to find much better expansions in that regard from mods. Biters in the base game are...
by Cribbit
Mon Oct 21, 2019 7:39 pm
Forum: Outdated/Not implemented
Topic: Allow setting recipies on factories before research
Replies: 41
Views: 14974

Re: [0.17.72] Please set unresearched blueprints on assembly machine and other factories so it's same as all other build

I would imagine the inability to set the recipe is the only thing actually stopping you from doing the production. It would mean having an external factor block the production, rather than the lack of recipe itself.

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