Search found 38 matches

by rhynex
Fri Oct 09, 2020 2:47 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 155
Views: 16363

Re: Friday Facts #361 - Train stop limit, Tips and tricks

a question, I think it is covered but I could not understand what the actual wall of text mentioned about NO_PATH. what happens lets say biters attacks rails (destroy them) or trains, making trains unable to reach the target station? are they dropped from that limit? what about temporary stations w...
by rhynex
Fri Oct 09, 2020 1:42 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 155
Views: 16363

Re: Friday Facts #361 - Train stop limit, Tips and tricks

a question, I think it is covered but I could not understand what the actual wall of text mentioned about NO_PATH. what happens lets say biters attacks rails (destroy them) or trains, making trains unable to reach the target station? are they dropped from that limit? what about temporary stations wh...
by rhynex
Mon Sep 07, 2020 10:03 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: belt-to-chest or chest-to-belt designs, single chest and blue belt
Replies: 0
Views: 487

belt-to-chest or chest-to-belt designs, single chest and blue belt

belts are blue, express belts. https://i.imgur.com/1UVnzQG.png two designs for switching from blue belt to logistic network chests (bots) or vice versa. they are as compact as possible. belt loader is there to show the belt-to-chest design does not miss any item and consumes entire belt. chest-to-be...
by rhynex
Mon Aug 31, 2020 9:57 pm
Forum: Show your Creations
Topic: empty bucket on trigger (based on shishi-odoshi)
Replies: 0
Views: 175

empty bucket on trigger (based on shishi-odoshi)

hey, just a minor trick I wanted so show you. this is a design I shall use on my ore/oil outposts. https://i.imgur.com/6ghmMxv.png origin: I do not want to use electric network of my base for outposts and I shall not deliver steam to outposts with trains either, instead my outposts shall have this s...
by rhynex
Thu Feb 06, 2020 9:47 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 45spm cheap and compact science layout
Replies: 1
Views: 1035

45spm cheap and compact science layout

45 science pack per min (no space science but includes military science) cheap and buildable with early entities, based on ASM-2 (blue assembler). no complex structure or belt waving, minor spaghetti alert. takes input from left and outputs to right. uses chemical plants, asm-2, yellow/red/blue inse...
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: 202

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: 202

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: 240

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: 240

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: 952

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: 24526

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: 24526

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: 32736

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: 32736

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: 952

"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: 74445

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: 74445

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: 1710

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: 1569

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: 44406

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 ...

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