Search found 36 matches

by TheBrain0110
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...
by TheBrain0110
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...
by TheBrain0110
Fri Mar 26, 2021 11:58 pm
Forum: Releases
Topic: Version 1.1.30
Replies: 21
Views: 24431

Re: Version 1.1.30

Klonan wrote: ↑
Fri Mar 26, 2021 10:56 pm
I did actually drink coffee and eat pizza today...
Did you produce any code from those inputs? ;)
by TheBrain0110
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 ...
by TheBrain0110
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 ...
by TheBrain0110
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...
by TheBrain0110
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...
by TheBrain0110
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...
by TheBrain0110
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...
by TheBrain0110
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 ...
by TheBrain0110
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:
by TheBrain0110
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 ...
by TheBrain0110
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...
by TheBrain0110
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...
by TheBrain0110
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...
by TheBrain0110
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.
by TheBrain0110
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...
by TheBrain0110
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...
by TheBrain0110
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...
by TheBrain0110
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...

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