Search found 94 matches

by Maddhawk
Sat May 11, 2019 4:24 am
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 6452

Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements

What I think is: Thank you. Thank you for these blog posts. They really tell a tale that I wish all studios told. They tell a tale I wish all gamers read. They tell a tale of honesty and hard work. They set, in my opinion, the gold standard for developer transparency and communication.
by Maddhawk
Mon May 06, 2019 2:38 pm
Forum: General discussion
Topic: Factorio annotated roadmap - 0.17+
Replies: 68
Views: 40711

Re: Factorio annotated roadmap - 0.17+

I would not call the "fluid makes sense" changes minor. I would list them as a major feature. To me, this will be a feature far far far more important than the map generation changes.
by Maddhawk
Fri May 03, 2019 1:07 am
Forum: Mods
Topic: [Mod 0.17] Power Armor MK3
Replies: 72
Views: 16560

Re: [Mod 0.17] Power Armor MK3

Latest version of the beta broke this mod. I am getting the following with the 17.35 update: Failed to load mods: __Power Armor MK3__/data.lua:1: __Power Armor MK3__/prototypes/item/power-armor-mk3.lua:1:attempt to index field 'player' (a nil value) stack traceback: __Power Armor MK3__/prototypes/i...
by Maddhawk
Thu May 02, 2019 4:38 pm
Forum: Mods
Topic: [Mod 0.17] Power Armor MK3
Replies: 72
Views: 16560

Re: [Mod 0.17] Power Armor MK3

Since no one has given feedback to the shielded singularity so far, I decided to give some. Although it is really a cool idea and the logical successor to the fusion energy, I'm afraid it is just an unneccessary addition due to the simple lack of demand. Why would you need it? It gives 3MW of power...
by Maddhawk
Thu May 02, 2019 4:08 pm
Forum: Mods
Topic: [Mod 0.17] Power Armor MK3
Replies: 72
Views: 16560

Re: [Mod 0.17] Power Armor MK3

Latest version of the beta broke this mod. I am getting the following with the 17.35 update: Failed to load mods: __Power Armor MK3__/data.lua:1: __Power Armor MK3__/prototypes/item/power-armor-mk3.lua:1:attempt to index field 'player' (a nil value) stack traceback: __Power Armor MK3__/prototypes/it...
by Maddhawk
Wed May 01, 2019 7:41 pm
Forum: General discussion
Topic: New Fluid System
Replies: 1
Views: 486

Re: New Fluid System

Nevermind on the second part, I found the FFF I had been digging for and reading it and comparing it to what we have now, I can see the flowrate information I am seeking won't be available until the final 2 part fluid system is released.
by Maddhawk
Wed May 01, 2019 7:12 pm
Forum: General discussion
Topic: New Fluid System
Replies: 1
Views: 486

New Fluid System

Anyone know when the new 2 cycle fluid system is supposed to be released? Also, anyone what the flowrate capacity is for a section of pipe? And before some idiot says "Google it", I have and everything is either old, or doesn't pertain to the question. Not directly at any rate. They all talk about f...
by Maddhawk
Tue Apr 30, 2019 8:00 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 5410

Re: [MOD 0.17] Ore and plate compress

Ah, I hadn't even though to look under research since I was in the middle of worker speed 10.
by Maddhawk
Tue Apr 30, 2019 6:11 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 5410

Re: [MOD 0.17] Ore and plate compress

I'd seen the smaller version of Deadlock's mod, I also have Noxxy's Stack Multiplier, but it is disabled atm. If I could specify what items I want to increase the stack size for, that would be one thing, but I do not like it increasing the stack sizes for everything. You can quickly reach points whe...
by Maddhawk
Tue Apr 30, 2019 10:04 am
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 5410

Re: [MOD 0.15] Ore and plate compress

Zaflis wrote:
Sat Mar 02, 2019 6:37 pm
I lost interest cause there's a better mod to do this compression.
What would that better mod be?
by Maddhawk
Sat Apr 27, 2019 12:42 am
Forum: News
Topic: Friday Facts #292 - Inching closer to stable
Replies: 41
Views: 8307

Re: Friday Facts #292 - Inching closer to stable

Most people play through Steam, and so far we have found no way of determining how many people are opted-in to the 0.17 experimental through Steam. It could be that the game is more stable, or it could be that less people are playing. How can you not know this ? is there any way we can help with th...
by Maddhawk
Sat Apr 27, 2019 12:00 am
Forum: Combinator Creations
Topic: Raycasting engine in factorio
Replies: 18
Views: 3885

Re: Raycasting engine in factorio

First question: What do you do for a living? I ask cause I am wondering what helped you develop the skills to pull this off. Second question: How did you decide on where to begin developing something like this, both this and Pac-Man? Third question: How much math did you need to employ when figuring...
by Maddhawk
Sat Apr 20, 2019 4:40 am
Forum: Ideas and Suggestions
Topic: Time acceleration
Replies: 33
Views: 3221

Game Speed Toggle

As it stands right now, you have to open the console to change the speed of the game. This is also counted as "cheating" for some odd reason and disables achievements. The achievements issue doesn't really bother me much at all. What does bother me is how annoying it is to constantly be going into a...
by Maddhawk
Tue Apr 16, 2019 1:04 am
Forum: General discussion
Topic: Deconstruction Planner and Other 0.17 Feedback
Replies: 14
Views: 1311

Re: Deconstruction Planner and Other 0.17 Feedback

I am still not happy with how the Deconstruction Planner interfaces with the Tool Bar though. Mainly because you can't set filters to the Deconstruction Planner shortcut on the Menu Bar. This forces you to keep a copy of the Deconstruction Planner in inventory anyway. Yes you can, If you create a n...
by Maddhawk
Sun Apr 14, 2019 7:38 pm
Forum: Ideas and Suggestions
Topic: Trees and Pollution
Replies: 1
Views: 116

Trees and Pollution

I get it, pollution is the mechanic that encourages Biters to attack, thus providing us with a source of constant production pressure. I get it, some measure of realism is desired by the developers and some players like that. I get it, trees can be harmed by pollution, especially the acidic rains th...
by Maddhawk
Sun Apr 14, 2019 7:22 pm
Forum: Ideas and Suggestions
Topic: Allow right-clicking on Upgrade/Deconstruction Planner for instant customization
Replies: 7
Views: 338

Re: Allow right-clicking on Upgrade/Deconstruction Planner for instant customization

A thread addressing my topic, excellent. Indeed, as it stand I save a copy of the Deconstruction Planner to my inventory permanently and ignore the shortcut on the Menu Bar entirely. The lack of ability to set filters on the Deconstruction Planner in the Menu Bar means that it is useless and just ge...
by Maddhawk
Sun Apr 14, 2019 7:13 pm
Forum: Ideas and Suggestions
Topic: New Game: Small changes with big impact.
Replies: 7
Views: 271

Re: New Game: Small changes with big impact.

Basically, if I understand this right, you want to be able to save custom profiles for various settings, besides the default profiles that Wube has provided. I.E. "Jack's Mega Train Death World" Patch frequency: 33% Patch size: 600% Patch richness: 600% Enemy frequency: 400% Enemy size: 600% Researc...
by Maddhawk
Sun Apr 14, 2019 7:07 pm
Forum: General discussion
Topic: Deconstruction Planner and Other 0.17 Feedback
Replies: 14
Views: 1311

Re: Deconstruction Planner and Other 0.17 Feedback

Now, I can't get it to stick on my toolbelt unless I have a physical copy in my inventory? What gives? Yes, you can drag the dfeconstruction planner from the blueprint library, however it creates a physical copy. That is to say, it becomes a physical item that takes up space in your inventory. They...
by Maddhawk
Mon Mar 25, 2019 12:49 am
Forum: General discussion
Topic: Pollution, Biters, and Biter AI
Replies: 2
Views: 396

Re: Pollution, Biters, and Biter AI

Ya I saw that when playing with the settings while toying around with ideas for future maps. I will definitely try that, but I suspect, in the long run, I will need some way to make trees immune to pollution. That or a biter AI overhaul and just turn pollution off.
by Maddhawk
Sun Mar 24, 2019 2:10 am
Forum: General discussion
Topic: 0.16 -> 0.17 Military tech conversion
Replies: 7
Views: 1138

Re: 0.16 -> 0.17 Military tech conversion

I have never used lasers on my outer walls, so I can't comment on that. I just use regular turrets with piercing ammo and flame throwers. Even now, with mad pollution and 99% evolution, biters insta die soon as they are in firing range. I haven't done any infinite research as of yet either though I ...

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