Search found 32 matches

by Sir3n
Tue Jul 21, 2020 2:53 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 24031

Re: Friday Facts #356 - Blueprint library for real

Thank you kovarex for sharing your struggles with us. It's very heartwarming to see your son giving you the motivation to work on the game once more. Placing blueprints from the map is really nice. Will save lots of running around while also avoiding the frustration of mispositioning things by one s...
by Sir3n
Mon Sep 16, 2019 2:31 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 48080

Re: Friday Facts #309 - Controversial opinions

Bit late to the party but here's my opinion. Inserters should not chase items I don't mind either way personally. However, if there's big performance gains to be made, I lean more on the side of making inserters not chase items as long as the picking up motion still looks natural, which it seems can...
by Sir3n
Fri Dec 28, 2018 5:05 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 73200

Re: Friday Facts #275 - 0.17 Science changes

Cliff explosives are not a weapon at all IIRC. They don't have any damage statistics to boost. I was thinking more along the lines of boosting up its radius. With a few clicks you can clear off a whole screen of cliffs. It's more of a request for convenience and I know it does clash with the overal...
by Sir3n
Fri Dec 28, 2018 4:46 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 73200

Re: Friday Facts #275 - 0.17 Science changes

Military upgrade technologies...
"Stronger explosives - Grenades, Rockets, Land mines "

What do you think about adding Cliff explosives to the list?
Would that deviate from the goal of the Military Science Pack?
by Sir3n
Sat Dec 22, 2018 12:23 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 36562

Re: Friday Facts #274 - New fluid system 2

The FFF says "pipes to ground won’t help you with throughput anymore" Correct me if i'm wrong, but there is still argument for using pipe-to-ground as much as possible from a megabase performance perspective right? I'm not sure about the exact number in vanilla anymore, but one pipe-to-gro...
by Sir3n
Mon Nov 12, 2018 3:58 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 24152

Re: Friday Facts #268 - The modern Biter

I think the biter looks unbalanced.

Based on body shape, its weight should be more towards the front, so it would look more natural with the legs positioned more towards the front.
by Sir3n
Wed May 16, 2018 5:51 pm
Forum: Mods
Topic: [MOD 0.17.x] Ammo-Loader
Replies: 15
Views: 10156

Re: [MOD 0.16] Ammo-Loader

I found more bugs i think: Bug 1: If you set the "Max items per slot" to something bigger than the maximum stack size of the item and max items per inventory is uncapped, the fuel loader chest keeps deleting items from the game. Steps to reproduce: 1) Start a fresh game. 2) Set "Max i...
by Sir3n
Wed May 16, 2018 4:51 pm
Forum: Mods
Topic: [MOD 0.17.x] Ammo-Loader
Replies: 15
Views: 10156

Re: [MOD 0.16] Ammo-Loader

Ok, there's a new version out that should hopefully fix the issue. I was never able to reproduce the problem on my end, but I think I identified the missing nil check, so hopefully that fixes things. Let me know if it doesn't work and we'll go from there. That crash doesn't happen anymore it seems....
by Sir3n
Mon May 14, 2018 7:36 pm
Forum: Gameplay Help
Topic: Wondering if my Factorio is broken
Replies: 8
Views: 1528

Re: Wondering if my Factorio is broken

Try using ALT mode, helps a lot when you are learning what goes where
by Sir3n
Mon May 14, 2018 6:43 pm
Forum: Ideas and Suggestions
Topic: Don't restart after exiting mod portal listing
Replies: 9
Views: 1661

Re: Don't restart after exiting mod portal listing

Also the ability to selectively enable specific mods on specific saves without having manually enable/disable mods each time you switch saves (and restart the game).

Please correct me if i'm wrong but i don't think this is possible atm.
by Sir3n
Mon May 14, 2018 12:17 pm
Forum: Ideas and Suggestions
Topic: Any advanced belt mechanics/tools for later game?
Replies: 7
Views: 1035

Re: Any advanced belt mechanics/tools for later game?

Initially I was against excessive drone usage, because I prefer to see items on belts, to see supply/demand. Try Stacking Beltboxes . Basically turns one belt into 5, so instead of running like crazy 20 parallel lanes of iron, you just run 4 instead. Should help somewhat but eventually belts still ...
by Sir3n
Mon May 14, 2018 12:08 pm
Forum: Ideas and Suggestions
Topic: adjust collision on reactors, turbines and undergrounds
Replies: 4
Views: 1505

Re: adjust collision on reactors, turbines and undergrounds

Imo it should download from the server instead of the mod portal. If the server admin makes some changes to the mod, like editing some config files or something, you would run into issues where the mod on the client isn't exactly the same as the mod the server is running.
by Sir3n
Sun May 13, 2018 7:40 pm
Forum: Modding help
Topic: Changing vanilla machine behaviour
Replies: 0
Views: 412

Changing vanilla machine behaviour

I was wondering if it is actually possible to override vanilla machine (e.g assembling machine / electric furnace) behaviour and do something different with them. --- Examples to illustrate what I'm thinking about: 1) Fixing productivity modules leading to wrong consumption / production at high mac...
by Sir3n
Tue May 08, 2018 5:03 am
Forum: Mods
Topic: [MOD 0.17.x] Ammo-Loader
Replies: 15
Views: 10156

Re: [MOD 0.16] Ammo-Loader

I placed down a fuel loader chest, dropped some fuel in it and the game crashed with the following message: Error while running event ammo-loader::on_tick (ID 0) __ammo-loader__/lib/TrackedChest.lua:265: attempt to compare number with nil The crash only happens when "Include burner structures&q...
by Sir3n
Tue May 08, 2018 3:09 am
Forum: Not a bug
Topic: [16.41] Research UI disappeared [Solved]
Replies: 1
Views: 622

Re: [16.41] Research UI disappeared

This one is probably a better screenshot. The labs are working but the research UI is not visible above the minimap.
Minimap research.png
Minimap research.png (1.33 MiB) Viewed 620 times
EDIT: My mistake, i hit CTRL T by mistake which actually hid the UI. The functionality was from Auto Research and i didn't know about that
by Sir3n
Tue May 08, 2018 3:02 am
Forum: Not a bug
Topic: [16.41] Research UI disappeared [Solved]
Replies: 1
Views: 622

[16.41] Research UI disappeared [Solved]

I don't know what happened but the Research UI above the minimap disappeared as you can see: Minimap research.png This problem seems to only happen on this particular save file. Other saves or a fresh new game have the Research UI working properly. I tried saving and reloading in place, restarting t...
by Sir3n
Sun May 06, 2018 7:45 pm
Forum: Not a bug
Topic: Furnaces with insane speed bonus create from nothing
Replies: 5
Views: 1226

Re: Furnaces with insane speed bonus create from nothing

Obviously rewriting the engine is just a waste of time since mostly this is not a problem unless pushed to their limits like i tried to there. I just thought it would be a good idea to point out that machines can produce incorrect results when pushed to the limit. Also, would it be possible to inter...
by Sir3n
Sun May 06, 2018 10:19 am
Forum: Not a bug
Topic: Furnaces with insane speed bonus create from nothing
Replies: 5
Views: 1226

Re: Furnaces with insane speed bonus create from nothing

Well i know that vanilla factorio would never reach those types of speed bonuses but what i wanted to point out is how the consumption is actually lower than expected. I might be wrong but if the logic was correctly written, that should never happen. I don't think that part is on the mod author nece...
by Sir3n
Sun May 06, 2018 9:18 am
Forum: Not a bug
Topic: Furnaces with insane speed bonus create from nothing
Replies: 5
Views: 1226

Furnaces with insane speed bonus create from nothing

So i was playing around with Fast Furnaces mod which gives you t5 speed and productivity modules with improved beacons along with the Advanced Furnace it provides. I set up the test area as shown below TestArea.png Furnace.png As you can see above, the productivity bonus was +400%. Thus, when smelti...
by Sir3n
Sat Apr 28, 2018 5:11 pm
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 11759

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

It would be REALLY nice to have a hotkey(holding shift) to enable or disable quick replace (underground/splitter -> belt at least). I HOPE very much that there will be a toggle-off option I agree that dragging long lines of belts can get annoying at times with fast replace. I actually use the mod B...

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