Search found 36 matches
- Fri Dec 15, 2023 8:53 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 26151
Re: Friday Facts #389 - Train control improvements
I am currently (game version 1.1) using depots for this. It's like an extended waiting area in the outskirts of the city, with the destination in the city itself, where there is only minimal space for waiting areas. Your solution makes sense and seems like the best approach for the current schedule...
- Fri Oct 20, 2023 4:23 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 42656
Re: Friday Facts #381 - Space Platforms
It's obvious to compare Space Age's space platforms to Space Exploration's spaceships. While they're both chunks of metal traversing space, their gameplay is very different. Thanks to the asteroid processing, space platforms can operate completely independently without the need to refuel, and it al...
- Fri Mar 26, 2021 11:58 pm
- Forum: Releases
- Topic: Version 1.1.30
- Replies: 21
- Views: 24431
- Thu Aug 06, 2020 9:33 pm
- Forum: Releases
- Topic: Version 0.18.43
- Replies: 8
- Views: 8933
Re: Version 0.18.43
Fixed that biters could attack entities beyond their attack range. (https://forums.factorio.com/87158) Evidently this also broke Klonan's Construction Drones mod. Now they drive up to their target, and sit there doing nothing. I'd guess their "actual" interaction range is less than their ...
- Sat Apr 18, 2020 3:04 am
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 21587
Re: Friday Facts #343 - Environmental particle effects
I somehow like that some decoratves remain after paving, but I would rather have stone bricks remove some, concrete remove some more, and refined concrete remove all. I like this idea the best. Gives a sense of progression, and realism as well. You can have your hastily-laid bricks that don't stop ...
- Fri Nov 29, 2019 5:38 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 24440
Re: Friday Facts #323 - Animated water
Personally, I never thought about the stillness of the environment. Maybe because everything that I usually interact with (machines) does move. I find it strange, however, that the water flow changes direction every few seconds. I agree. Moving water is nice, but sloshing around randomly is kinda w...
- Fri Oct 11, 2019 9:19 pm
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 30611
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Is there any way you can learn from StarCraft zerglings when it comes to pathfinding for biters? The way zerglings almost "flow" around the map in a rush is very beautiful and is done with full collision activated. I'm sure some developer from Blizzard has done some writeup/presentation/w...
- Fri Mar 15, 2019 5:01 pm
- Forum: Releases
- Topic: Version 0.17.13
- Replies: 18
- Views: 12375
Re: Version 0.17.13
Just to be clear: that evolution pollution thing is only about spawners actively absorbing pollution, right? AFAIK, Spawners absorbing pollution only causes them to spawn / send attacks. It has no effect on the evolution level. The evolution level is determined by total pollution produced, regardle...
- Mon Mar 04, 2019 8:31 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 40118
Re: Version 0.17.5
Hmmmm. Overall, I like the idea of simplifying and rebalancing the Mining Productivity levels. I just have a couple thoughts: In the early game, it's kinda nice to be able to eke out a few extra % out of your ore patches incrementally, as you become able to afford it. Having several levels available...
- Mon Feb 25, 2019 7:46 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155435
Re: Friday Facts #283 - Prepare to Launch
I'm a remarkably patient man, but even I understand the frustrations involved when it comes to getting friends together to play, only to be told "It might be a while longer!" without much of a hint as to when. Especially with regards to the last FFF raising hopes of a release, only to be ...
- Wed Aug 29, 2018 8:18 pm
- Forum: Mods
- Topic: Blueprint Footprint
- Replies: 3
- Views: 2218
Re: Blueprint Footprint
There seems to be a conflict with Alien Biomes. It changes the Landfill tile from grass to bare stone. So as soon as I hit Alt with a blueprint in my hand, I get this crash:
- Mon Aug 20, 2018 5:26 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 427038
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
After playing a while more and paying closer attention to the groups on the map, I can confirm that there is expansion taking place (Although it appears more like one new group every hour almost, instead of every 10 mins as I had it set...), but only worms appear, no spawners. Now I'm just not sure ...
- Tue Aug 07, 2018 2:10 am
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 78149
Re: [MOD 0.15.x] Mining Space Industries
Cool idea, I like the mod! It was working pretty well, I went through the missions up until the one to retrieve the GlaDOS core, and her shipwreck spawned in the middle of a lake! I dunno if that's intentional, or something you should check for, but it was a bit of a pain. But I eventually got it, a...
- Mon Aug 06, 2018 7:27 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 427038
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I've also been noticing in my latest game that there doesn't seem to be much, if any expansion going on. I'm playing with NE, Rampant, Bob's Enemies and RSO, among a bunch of other non-related mods. never any new spawners. For what it's worth, I'm also playing with NE, Rampant, Bob's Enemies (+ Mor...
- Sun Aug 05, 2018 12:58 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 427038
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I've also been noticing in my latest game that there doesn't seem to be much, if any expansion going on. There are occasional groups of biters that just mill about doing nothing, but also never go entirely inactive like most do when out of activation range. I'm playing with NE, Rampant, Bob's Enemie...
- Sat Aug 04, 2018 11:57 pm
- Forum: Modding help
- Topic: Removing power pole collision doesn't change biter pathing?
- Replies: 2
- Views: 1283
Re: Removing power pole collision doesn't change biter pathing?
Alternatively, you can just flag power poles as indestructible, and then the biters will ignore them as well. One of the mods I use (I think Rampant?) has an option for this, and it works quite well, and the biters seem to pathfind around them as an obstacle.
- Tue Jul 24, 2018 1:35 pm
- Forum: Implemented mod requests
- Topic: Assembling-machine with built-in productivity
- Replies: 24
- Views: 7698
Re: Assembling-machine with built-in productivity
It seems like we've ended up with two different requests in the same thread. One for a fixed .productivity property for machines / drills / any arbitrary entity I guess, and one for a duplicate of the mining productivity research that can be applied to things other than mining drills. They both seem...
- Thu Jul 19, 2018 8:59 pm
- Forum: Implemented mod requests
- Topic: Assembling-machine with built-in productivity
- Replies: 24
- Views: 7698
Re: Assembling-machine with built-in productivity
I'd like to second this request, and have the .productivity property available to mining drills as well. I was just thinking of making some advanced mining drills with a builtin productivity bonus, on top of the research-based bonus, but with no module slots. Basically like having a productivity mod...
- Thu Jun 07, 2018 7:00 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65082
Re: [MOD 0.16.x] Alien walls [0.7.0]
You and others may also be interested in my " artifacts " branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe. I had to remove the NE dependency yet it worked just fin...
- Thu Jun 07, 2018 12:55 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65082
Re: [MOD 0.16.x] Alien walls [0.7.0]
You and others may also be interested in my " artifacts " branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe. I had to remove the NE dependency yet it worked just fin...