Search found 33 matches

by rhynex
Tue Jan 21, 2020 1:31 pm
Forum: Modding help
Topic: is it possible to create an explosion upon an item's destruction?
Replies: 2
Views: 64

Re: is it possible to create an explosion upon an item's destruction?

awesome. thank you. I shall try this tonight.
Is there a mod you have in mind as an example so I can steal some code ? :D
by rhynex
Mon Jan 20, 2020 11:33 am
Forum: Modding help
Topic: is it possible to create an explosion upon an item's destruction?
Replies: 2
Views: 64

is it possible to create an explosion upon an item's destruction?

as title asks. I want to prevent or at least give side effects to player if player decides to attack the chest containing that specific item (it is not an entity). background: lets assume you use item A and B in a recipe and create item "Dangerous". then player puts the item "Dangerous" to a chest. ...
by rhynex
Wed Nov 13, 2019 10:16 am
Forum: Modding help
Topic: inherent productivity module on an assembler
Replies: 2
Views: 113

Re: inherent productivity module on an assembler

eradicator wrote:
Tue Nov 12, 2019 1:45 pm
viewtopic.php?p=442084#p442084
LuaEntityPrototype::base_productivity
oh it is sth new.
thanks a lot.
by rhynex
Tue Nov 12, 2019 12:41 pm
Forum: Modding help
Topic: inherent productivity module on an assembler
Replies: 2
Views: 113

inherent productivity module on an assembler

hello, I am trying to build an assembler entity which does not support modules at all (beacon or module) but I want it to have a productivity bonus like a prod module. Is this possible? note: I tried allowed_effects = { "productivity" } but it does not work because negative speed is also considered ...
by rhynex
Wed Oct 30, 2019 3:38 pm
Forum: Ideas and Requests For Mods
Topic: "heat furnace", new furnace using heat from nuclear reactor
Replies: 13
Views: 637

Re: "heat furnace", new furnace using heat from nuclear reactor

Adamo wrote:
Mon Sep 16, 2019 2:18 pm
I've released a mod that does this:

https://mods.factorio.com/mod/heat-furnace
thanks a lot. I shall try it when I can.
by rhynex
Sun Sep 01, 2019 3:47 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 20026

Re: So... Let's talk about bots, and how to fix them properly...

first of all I dont think bots are OP. If you don't think, they need to be fixed, then you probably are in the wrong thread here. ok cool. I misunderstood then. just make your changes as "mods" and dont touch my bots. thanks. then should not this discussion be at https://forums.factorio.com/viewfor...
by rhynex
Sun Sep 01, 2019 10:28 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 20026

Re: So... Let's talk about bots, and how to fix them properly...

-- deleted because of misunderstanding --
by rhynex
Sun Aug 25, 2019 8:31 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 24512

Re: Friday Facts #309 - Biter Eco activists

They could start to attack even passive structures (power poles, rails, etc.) if the pollution is too high. ...player don't like it and want to focus on building, they can turn off biters. without biters game is too bland. with biters attacking your outpost transportation (power pole and rail), it ...
by rhynex
Fri Aug 23, 2019 3:33 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 24512

Re: Friday Facts #309 - Controversial opinions

EDIT: just saw these shall not be in game. Still I shall not change my post below. Take it as comments to your ideas in case you want to make them into game. * Inserters should not chase items : hated the idea, makes game too predictable. no more fun to solve complex throughput problems. * Blueprint...
by rhynex
Sat Aug 17, 2019 3:47 pm
Forum: Ideas and Requests For Mods
Topic: "heat furnace", new furnace using heat from nuclear reactor
Replies: 13
Views: 637

"heat furnace", new furnace using heat from nuclear reactor

I was reading and checking code of heat exchanger and furnaces. my idea was to use heat coming from nuclear reactor (via heat pipes) and use it in furnace to smelt plates. in theory it would look like a steel furnace using heat instead of fuel without additional power requirement. if furnace is acti...
by rhynex
Sun Aug 11, 2019 8:23 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 56384

Re: Friday Facts #305 - The Oil Changes

Advanced oil's obvious benefit is its more favorable ratios (10:45:55) and 10 units extra output product, but it's interesting that it's not strictly superior to basic oil because it produces less heavy oil. The ratios are “more favorable” because 90% of the final/intermediate products can be made ...
by rhynex
Wed Aug 07, 2019 3:35 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 56384

Re: Friday Facts #305 - The Oil Changes

Automatic flare/burn is worse than all of the solutions. It takes away the entire multi-output oil product challenge. Also we dont have a good gui to show if flare is activated or not (I have reasons about not to trust wube on this). I better would like to see my factory to stop than burn excess pro...
by rhynex
Fri Aug 02, 2019 8:43 am
Forum: Show your Creations
Topic: New rocket fuel
Replies: 6
Views: 1177

Re: New rocket fuel

With productivity modules and speed beacons the ratio almost becomes 2:1 (2 rocket fuel to 1 solid fuel). 12 beacons for solid fuel and 10 beacons for rocket fuel is about 1:0.53 That results in something like this (just for demonstration, but it should be tileable): RocketFuel.jpg maybe it is just...
by rhynex
Wed Jul 31, 2019 2:10 pm
Forum: Ideas and Suggestions
Topic: New "Complex" difficulty
Replies: 12
Views: 925

Re: New "Complex" difficulty

TL;DR Add ‘Complex’ difficulty to recipe and technology difficulty dropdown. What ? Add one or two new items to the recipe and technology difficulty dropdowns on the advanced tab of the map generator window. Add a selection "Complex" for complex recipes/technologies and optionally "Expensive Comple...
by rhynex
Tue Jul 30, 2019 6:45 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 33362

Re: Version 0.17.60

https://forums.factorio.com/viewtopic.php?f=38&t=73684&start=360#p445973 I don't recall if there were others off the top of my head -edit- heh, too slow Hrm, that doesn't even factor in crude oil transport/extraction. And such different amounts of infinity pipes too, I'm not convinced. I'm looking ...
by rhynex
Tue Jul 30, 2019 6:20 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 33362

Re: Version 0.17.60

But you need over twice as many fluid boxes to get more crude, not to mention about rail network load, so BOP may be not as UPS efficient compared to AOP as you may think. It was tested. That was pretty fast, do you have the test data somewhere to look at? I know this one only from the other thread...
by rhynex
Sun Jul 28, 2019 3:23 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 56384

Re: Friday Facts #305 - The Oil Changes

I hated the new blue science using sulfur. sulfur does not have a big sink if player is not going for solar energy (accumulator) and bots. new players might skip those and end up blocked. I can understand why wube is putting PG only on BOP but it is not the fix I believe. in 0.17 purple science deci...
by rhynex
Fri Jul 26, 2019 9:14 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 56384

Re: Friday Facts #305 - The Oil Changes

From what Wube have said in the past, it seems to me that there definitely will be tutorials/help/guidance on all these things, and on pretty much anything and everything that is in the game at 1.0. So my expectation is that the lack of in-game information/tutorials we see today - and there definit...
by rhynex
Fri Jul 26, 2019 6:30 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 56384

Re: Friday Facts #305 - The Oil Changes

To people saying, that new oil processing forces new players to rebuild oil refinery for AOP. Guess what? A LOT of things in this game forces you to rebuild. I think there is a point in a game where you would gladly rebuild. if it is at the start you would do that, no big deal. blue science might b...
by rhynex
Tue Jul 23, 2019 12:40 pm
Forum: Mods
Topic: [MOD 0.17] Super Expensive Mode
Replies: 0
Views: 176

[MOD 0.17] Super Expensive Mode

Name: SuperExpensiveMode Description: changes game recipes to make them challenging and having long chain of products License: MIT Released on: 2019/07/23 Version: 1.0.0 works with 0.17 experimental version Category: Big changes Mod page: https://mods.factorio.com/mod/SuperExpensiveMode What it does...

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