Search found 274 matches

by adam_bise
Mon Apr 11, 2022 5:55 pm
Forum: Ideas and Suggestions
Topic: Sim Factorio
Replies: 3
Views: 215

Sim Factorio

The idea that you crash land by yourself in an endless sea of biters can be somewhat.. limiting on expandability of story, and subsequently gameplay. I propose changing this to "some survivors" have crash landed. Although at first it could still just be the player. I realize Factorio is al...
by adam_bise
Mon Mar 07, 2022 1:02 am
Forum: Ideas and Suggestions
Topic: Increase longevity
Replies: 3
Views: 355

Re: Increase longevity

There are plenty of ways to make the game more interesting, with a little imagination. 1. Try diagonal factories 2. Try 4-way symmetrical factories 3. Try putting everything on a mega sushi belt 4. Try no belts, only direct insertion and trains 5. Try deathworld no walls 6. Try only coal fuel only s...
by adam_bise
Mon Feb 28, 2022 8:00 pm
Forum: Ideas and Requests For Mods
Topic: 3D via surfaces?
Replies: 1
Views: 239

3D via surfaces?

Just wondering if it were possible to make 3D systems, like a multi level warehouse using more surfaces. So an area is designated somehow as 3D and one or more extra surfaces are created the same size as the ground area. Would it be possible to "pass" items directly between these surfaces?...
by adam_bise
Thu Feb 24, 2022 9:35 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 1387

Re: No Deconstruction Timeout

jodokus31 wrote:
Thu Feb 24, 2022 8:38 pm
It's probably better to make smaller blueprints, or multiple, which also help to prioritize important things, like power and defense. Or does your mod help?
Yes! It works just fine. I've been using since. Thanks for your help with it!
by adam_bise
Thu Feb 24, 2022 6:58 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 1387

Re: No Deconstruction Timeout

For me it was a situation where I have a 20 minute train ride between my mall and my new site. The blueprint for the site is large, and I don't even know how many biter nests I will need to clear until I place it on the map. Then I have to actually kill the biter nest, go back and gather up all of t...
by adam_bise
Tue Feb 15, 2022 11:02 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 1387

Re: No Deconstruction Timeout

Log doesn't say loading mod, but does load the others, then goes on to say "1.793 Checksum of no-decon-timeout: 0"

I must be missing something stupid simple.

Here is the mod.
no-decon-timeout_1.1.0.zip
(2.55 KiB) Downloaded 110 times
by adam_bise
Tue Feb 15, 2022 8:52 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 1387

Re: No Deconstruction Timeout

Thank you very much for all the help. This is what I tried, in migrations for _, force in pairs(game.forces) do force.deconstruction_time_to_live = 4000000000 end end Would that count as iterating through forces? But when I check in map editor, forces > edit properties, deconstruction-time-to-live s...
by adam_bise
Tue Feb 15, 2022 2:55 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 1387

Re: No Deconstruction Timeout

Thanks. In both cases I loaded the mod, created a new scenario in map editor, placed blueprint over trees, turn time to x64 and wait about 44 day cycles and the trees were unmarked and ghosts under them poofed. I also tried saving the scenario and reloading. It looked like migrations was maybe tied ...
by adam_bise
Tue Feb 15, 2022 1:23 am
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 1387

Re: No Deconstruction Timeout

Thank you but I tried that and I tried putting this in migrations, but neither worked. for _, player in pairs(game.connected_players) do player.force.deconstruction_time_to_live = 4294967295 end end The only way I tested was going to map editor and cranking up the speed and wait for about 44 days. T...
by adam_bise
Mon Feb 14, 2022 6:31 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 1387

No Deconstruction Timeout

Would like a mod or a push in the right direction to make one. All it would do is remove the timeout period for deconstruction marks. All I can find is this from the API docs under Class LuaForce deconstruction_time_to_live :: uint [Read/Write] The time, in ticks, before a deconstruction order is re...
by adam_bise
Mon Feb 14, 2022 4:23 pm
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 564

Re: Bug? - Deconstruction Flag Removed

Apparently, there is a timeout. 3 hours from what I can tell. https://forums.factorio.com/viewtopic.php?t=49459 Don't suppose anyone knows how to adjust this? Can be reproduced by going to map editor new scenario, uncheck instant decon and BP building, place a blueprint over trees, increase time to ...
by adam_bise
Mon Feb 14, 2022 5:03 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 564

Re: Bug? - Deconstruction Flag Removed

Yes, first thing I did was place the BP. It is very large, I placed on the map, right over trees, cliff, biter nests. Then I kill all of the biter nest. I did notice ghost were not placed under biter nests, so I replaced it again. Then I set fire to the trees, laid some track, power and roboports. W...
by adam_bise
Mon Feb 14, 2022 12:52 am
Forum: Gameplay Help
Topic: Power Switched Roboport
Replies: 3
Views: 297

Re: Power Switched Roboport

Gates are a possibility. They do have the same HP and resists as walls. My dilemma is that I switch off the entire outpost via https://forums.factorio.com/viewtopic.php?f=18&t=91430&p=521232&hilit=wake+on+flamethrower#p521232 If I use a roboport to count bots as the detector, then it wil...
by adam_bise
Mon Feb 14, 2022 12:26 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 564

Re: Bug? - Deconstruction Flag Removed

Funny thing is, the ones that were unmarked are the ones that were automatically marked by the blueprint.

Assuming this is time related. The other trees I later marked for decon explicitly. Are they going to be unmarked soon as well?

How can I increase or disable this limit?
by adam_bise
Mon Feb 14, 2022 12:23 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 564

Bug? - Deconstruction Flag Removed

I placed a large blueprint in a sea of tree, set the trees on fire, built a power station, built roboports and they started building the ghosts.

Then I notice that a great deal of trees are no longer marked for deconstruction.

Is there some sort of time limit for this?
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0.png (1.04 MiB) Viewed 564 times
by adam_bise
Sun Feb 13, 2022 11:38 pm
Forum: Gameplay Help
Topic: Power Switched Roboport
Replies: 3
Views: 297

Power Switched Roboport

Hello. I am looking for ways to detect ghost and damaged entities for the purpose of power switching on a roboport.

The detection method should not include another roboport.

Any idea?
by adam_bise
Fri Feb 11, 2022 3:43 am
Forum: Combinator Creations
Topic: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work after first cycle)
Replies: 5
Views: 772

Re: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work)

Hmm, this one doesn't need to be manually primed and is 25 tiles smaller. Not quite as fast. I think your middle stack inserter was mistakenly set to 1 stack size override. 3.png 0eNqlmO2SqjAMhu+lv2GHFhDwVs44O6hZt7PQMqXs6Djc+wniQQ9UoeWX8pWnSd4khSvZFw1UigtNtlfCD1LUZPvnSmp+EnnRndOXCsiWcA0l8YjIy+6oUbng...

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