Search found 101 matches

by Maddhawk
Mon Dec 19, 2022 10:15 pm
Forum: Ideas and Suggestions
Topic: Player Construction Bot Logic Improvement #2
Replies: 3
Views: 743

Re: Player Construction Bot Logic Improvement #2

I'd like to clarify, I can understand why this idea wouldn't be implemented for factory bots. The scales at which mega factories can reach could potentially add an enormous amount of overhead.

This is why I really only propose this idea for the players own personal construction bots.
by Maddhawk
Mon Dec 19, 2022 5:59 pm
Forum: Ideas and Suggestions
Topic: Player Construction Bot Logic Improvement #2
Replies: 3
Views: 743

Re: Player Construction Bot Logic Improvement #2

Yeah, factory construction bots I don't really have an issue with. Once you are just throwing out blueprints and the factory is building it, you can just leave and move on to the next area instead. It only really matters early game, when building remote outposts and when doing custom stuff like test...
by Maddhawk
Mon Dec 19, 2022 8:28 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 59169

Re: Personal robots prioritizing nearest first

O.o this is an old thread lol. Be so much better though, cause I just scoot my character about to keep things building fast. As it is, I find myself breaking my blueprints down into smaller and smaller chunks and then placing them in tiny bite size pieces for faster building.
by Maddhawk
Mon Dec 19, 2022 8:24 am
Forum: Ideas and Suggestions
Topic: Blueprints Improvement, Build Orders
Replies: 3
Views: 965

Re: Blueprints Improvement, Build Orders

I'd like to be able to edit/assign a build order in the print itself when making a blueprint. This way, bots build it exactly the same way everytime in the exact same order. Mostly, I'd like this of building defensive walls with turrets and power and belt fed ammunition. I can't count the number of ...
by Maddhawk
Mon Dec 19, 2022 2:13 am
Forum: Ideas and Suggestions
Topic: Blueprints Improvement, Build Orders
Replies: 3
Views: 965

Blueprints Improvement, Build Orders

I would like to suggest that when making a blueprint, we should be able to set a build order for what components get built first. Most of the time, this doesn't matter too much. However, when building walls and other combat related structures, this can be crucial at times, particularly when creeping...
by Maddhawk
Mon Dec 19, 2022 1:48 am
Forum: Ideas and Suggestions
Topic: Player Construction Bot Logic Improvement #2
Replies: 3
Views: 743

Player Construction Bot Logic Improvement #2

This is another idea, different from my other thread to improve player construction bots, and in this one I want to suggest that the game perform a battery check on every player construction bot when either taking an item out of the players inventory or returning an item prior to departure. If the c...
by Maddhawk
Mon Dec 19, 2022 1:36 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 59169

Player Construction Bot Logic Improvement

I would like to see the logic controlling player construction bots, those in a players inventory and using the players personal roboports, changed to build/deconstruct outwards, concentric, from the player. It is so annoying to watch your bots take off for Antartica to build when there are tons of t...
by Maddhawk
Sat May 11, 2019 4:24 am
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 21195

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: 60479

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 1.1] Power Armor MK3
Replies: 100
Views: 60198

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 1.1] Power Armor MK3
Replies: 100
Views: 60198

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 1.1] Power Armor MK3
Replies: 100
Views: 60198

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: 1301

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: 1301

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 ta...
by Maddhawk
Tue Apr 30, 2019 8:00 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 15178

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: 15178

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: 15178

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: 22109

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: 25
Views: 17385

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: 9874

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 go...

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