Search found 123 matches

by fiery_salmon
Tue Feb 18, 2020 5:45 am
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 6374

Re: Friday Facts #333 - Terrain scrolling

Thank you for making possible to play this game also on a bit older hardware (like my 13 year old laptop). It is result of actually caring about it and many optimizations like this one.
by fiery_salmon
Sun Feb 16, 2020 1:00 pm
Forum: Ideas and Suggestions
Topic: Better error message on placing "passive provider chest" ghost where currently iron chest is located
Replies: 3
Views: 91

Re: Allow placing "passive provider chest" ghost where currently iron chest is located

steinio is right, you use upgrade planner for this. This isn't just chests - you can't place any ghost on top of a different entity that already exists. e.g. you can't put the ghost of an assembler 3 on top of an assembler 1. IMO it should stay one step removed from just being able to spam upgrades...
by fiery_salmon
Sun Feb 16, 2020 11:05 am
Forum: Ideas and Suggestions
Topic: Cliff explosives should undo placed landfill destroy ores
Replies: 14
Views: 1579

Re: Cliff explosives should undo placed landfill destroy ores

This would get more people unhappy (about lost resources) than happy (that you can get rid of ore patch).

If you dislike resource patches you may fairly easy to mine them out.
by fiery_salmon
Sun Feb 16, 2020 11:04 am
Forum: Ideas and Suggestions
Topic: Better error message on placing "passive provider chest" ghost where currently iron chest is located
Replies: 3
Views: 91

Better error message on placing "passive provider chest" ghost where currently iron chest is located

An attempt to place passive provider chest ghost over iron chest gets "iron chest in the way" error. Maybe mention upgrade planner in such cases? At least for me it was a surprise that this nice feature exists. EDIT: my previous suggestion was result of missing upgrade planner. And all other variant...
by fiery_salmon
Fri May 25, 2018 10:09 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 13196

Re: Friday Facts #244 - Localised plurals & Modernisation progress

So I will be unable to update to .17. A pity.

Yay, I am the 1%!
by fiery_salmon
Tue Apr 17, 2018 3:26 pm
Forum: News
Topic: Price change
Replies: 108
Views: 17991

Re: Price change

How many of the prices can you guys set? It seems plenty of countries get a much better deal on this. Probably because in say Ukraine the same price is in absolute terms is not the same in relative terms. For reference, YEARLY minimum wage in Ukraine is less than 2300 $ (according to https://www.mi...
by fiery_salmon
Wed Apr 11, 2018 7:44 am
Forum: General discussion
Topic: Re-enabling achievments guide [16.25]
Replies: 35
Views: 14488

Re: Re-enabling achievments guide [16.25]

It is not changing that your answer is true, but... /c while true do end (It is proven, that you can never write an algorithm that determines whether or not this one ever stops...) You can write an algorithm that determines whether or not some type of programs halts (and in this case it is quite sim...
by fiery_salmon
Sat Apr 07, 2018 4:35 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.4
Replies: 1526
Views: 504716

Re: [0.16] Sea Block Pack 0.2.6

@Trainwreck Have you considered removing "Adjustable inserters" from modpack? At least for me game is better without them: more interesting challenge, less cluttered interface, lower risk of inserters that were modified by accident. No plans for this. Would be an interesting challenge, could enable...
by fiery_salmon
Fri Apr 06, 2018 1:24 pm
Forum: Modding discussion
Topic: Reading API documentation programically
Replies: 7
Views: 995

Re: Reading API documentation programically

CzBuCHi wrote:so im thinking about creating mod written in typescript and then transpiled to lua via node script...
I am betting that any time saved by this contraption would be small compared to setting it up and debugging
by fiery_salmon
Fri Apr 06, 2018 1:22 pm
Forum: Gameplay Help
Topic: Fluid Wagon Not Pumping
Replies: 4
Views: 400

Re: Fluid Wagon Not Pumping

AzzBlock wrote:
Loewchen wrote:Because the wagon is empty, the tank is full and the pump is set up to pump in the tank.
I am trying to pump the fluid out of the tank into the fluid wagon. How do I change it for this to occur? Thanks.
rotate pump, pump is oneway
by fiery_salmon
Fri Apr 06, 2018 11:10 am
Forum: Ideas and Suggestions
Topic: Nuclear power UPS optimizations
Replies: 12
Views: 1907

Re: Nuclear power UPS optimizations

things like the heat pipes can be treated as a single steady state after they converge. There were once plans to always treat all connected (fluid-)pipes as a single fluidbox, but no clue what became of those plans. Wasn't in 0.16...so i'm hoping they didn't give the idea up and it's gonna be in 0....
by fiery_salmon
Fri Apr 06, 2018 9:05 am
Forum: Mods
Topic: KS Power
Replies: 125
Views: 100212

Re: [MOD 0.15] KS Power

I opened issues on https://github.com/Klonan/KS_Power/issues - I am not sure, maybe it was mistake to open them there but if github issue tracker is ignored then maybe you can add readme with an info where you want people to report bugs and disable isssue tracker on github?
by fiery_salmon
Thu Apr 05, 2018 8:27 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3408
Views: 575034

Re: Development and Discussion

any guide on that ? Have you tried https://mods.factorio.com/mods/npo6ka/FNEI ? can you just explain ? This mod will help you find all the recipes to create the selected item. As I understand any guide on that ? you wanted something like that. If you wanted something else you may want to rephrase i...
by fiery_salmon
Thu Apr 05, 2018 8:17 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.4
Replies: 1526
Views: 504716

Re: [0.16] Sea Block Pack 0.2.6

@Trainwreck

Have you considered removing "Adjustable inserters" from modpack? At least for me game is better without them: more interesting challenge, less cluttered interface, lower risk of inserters that were modified by accident.
by fiery_salmon
Thu Apr 05, 2018 8:12 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3408
Views: 575034

Re: Development and Discussion

Hellatze wrote: any guide on that ?
Have you tried https://mods.factorio.com/mods/npo6ka/FNEI ?
by fiery_salmon
Thu Apr 05, 2018 7:24 pm
Forum: General discussion
Topic: The size of bots
Replies: 11
Views: 1670

Re: The size of bots

alan2here wrote:Bots being unable to get less than a certain distance from each other.
was proposed (many times), will never be done as it would require pathfinding for bots what would mutilate UPS.
by fiery_salmon
Thu Apr 05, 2018 2:24 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3408
Views: 575034

Re: Development and Discussion

Hi there, Angel! Your modes are really nice, but I have a question: do you post changelogs for alpha/beta versions? I can see the mod can be updated, but cannot see what has changed. See for an example https://mods.factorio.com/mods/Arch666Angel/angelsbioprocessing Changelog: --0.5.2 -fixed filteri...
by fiery_salmon
Thu Apr 05, 2018 9:04 am
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 795
Views: 749290

Re: Factorio Roadmap for 0.16+

Deadlock989 wrote:
Hannu wrote:Probably because in real world
Yawn, real world. Gonna play a game instead.
Yeah, I would not expect it to be an interesting gameplay mechanic.
by fiery_salmon
Thu Apr 05, 2018 7:40 am
Forum: Gameplay Help
Topic: 0.16 Oil processing stops when output tanks fill up
Replies: 15
Views: 5260

Re: 0.16 Oil processing stops when output tanks fill up

You would prefer to crack if petroleum is needed more than solid fuel (plastics...).
by fiery_salmon
Thu Apr 05, 2018 7:07 am
Forum: Ideas and Suggestions
Topic: Difference (or net production) graph in production grapn
Replies: 15
Views: 1864

Re: Difference (or net production) graph in production grapn

I really like this idea, it would be especially useful worth mods adding many intermediate products.

Is there already some mod doing something like that?

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