Search found 212 matches

by adam_bise
Mon Feb 08, 2021 7:29 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 205
Views: 29056

Re: Friday Facts #365 - Future plans

Curious.. Could the new 3D artist position hint to a first person mode?
by adam_bise
Sat Feb 06, 2021 3:57 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 205
Views: 29056

Re: Friday Facts #365 - Future plans

Best news all year. Really!
by adam_bise
Tue Jan 12, 2021 9:41 pm
Forum: Ideas and Suggestions
Topic: Don't make a spot on the map when an atomic bomb is used
Replies: 11
Views: 367

Re: Don't make a spot on the map when an atomic bomb is used

Poking around in data\base\prototypes\entity\atomic-bomb.lua Looks like all you need to do is snip / mod the following out of prototype "atomic-rocket" ( right under comment -- Rocket PROJECTILE ) { type = "set-tile", tile_name = "nuclear-ground", radius = 12, apply_pro...
by adam_bise
Tue Jan 05, 2021 8:37 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 203
Views: 11157

Re: Optimization idea: abstraction

Suppose I build up my smelting arrays to the point where UPS is affected, but then fully compress their inputs to achieve abstraction, raising the UPS back up. Then I do the same for wires, circuits, and so on.. At some point I overlook a shortage in my power generation, and at once nothing is abstr...
by adam_bise
Thu Dec 31, 2020 6:23 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 16K sandbox
Replies: 13
Views: 3072

Re: 16K sandbox

You guys should post your CPU with these for comparison :D
by adam_bise
Mon Dec 28, 2020 7:06 pm
Forum: Show your Creations
Topic: compact artillery outpost
Replies: 1
Views: 422

Re: compact artillery outpost

Cheesy alternative:
cheesyart.png
cheesyart.png (495.58 KiB) Viewed 403 times
by adam_bise
Tue Dec 15, 2020 8:08 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Compilatron Construction Companion
Replies: 0
Views: 104

[Request] Compilatron Construction Companion

An early game Compilatron that can follow you around with an inventory and construction radius.

Even though it would be slow, would be nice to have him working on repetitive crap until you get to bots.
by adam_bise
Tue Dec 15, 2020 8:06 pm
Forum: Ideas and Suggestions
Topic: Implement an early game drone that assists with deconstruction
Replies: 10
Views: 404

Re: Implement an early game drone that assists with deconstruction

I've always wanted to see a mod that has compilatron as a companion follower with inventory and construction abilities, albeit slowly. I don't personally know near enough about modding to attempt that.
by adam_bise
Tue Dec 15, 2020 7:47 pm
Forum: Gameplay Help
Topic: Train speed formula
Replies: 18
Views: 3492

Re: Train speed formula

So https://calculatorio.com/train_acceleration/ is accurate then? I've been thinking of forking that and adding some graphs around throughput, speed curve, time to travel X distance etc I had been putting it off but https://www.reddit.com/r/factorio/comments/dktywi/maximizing_trains_with_spreadshee...
by adam_bise
Sun Dec 13, 2020 5:44 am
Forum: Railway Setups
Topic: No wires! (no rails)
Replies: 1
Views: 714

No wires! (no rails)

Some background: https://forums.factorio.com/viewtopic.php?f=194&t=61074 norails.gif 0eNrFV9uO2jAQ/Rc/JyjOhQBS+xV9q1aRSWbBqrEj20FFq/x77ZhAyGXXUKl9AXw7njkzczx8oD1roJaUa7T7QLQUXKHdzw+k6IETZuf0pQa0Q1TDCQWIk5MdSUIZagNEeQW/0Q63bwECrqmm4M53g0vBm9MepNlwO6kl4aoWUod7YNog1kKZY4LbuwxUuF5lAbqYH5tVZm6oqITSra...
by adam_bise
Wed Dec 02, 2020 4:05 am
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 65
Views: 6566

Re: Dynamic train schedule

I like the idea of skip conditions. But would they be needed if all decisions could be made via circuits? This, instead of some by circuit and some by the trains schedule itself. Schedule: 1) Station > Circuit <signal> Select station by ID perhaps? Wait Condition > Circuit <signal> <operator> <signa...
by adam_bise
Wed Dec 02, 2020 3:17 am
Forum: Ideas and Suggestions
Topic: Option to make server wait for slowest client
Replies: 31
Views: 3278

Re: Option to make server wait for slowest client

I've ran into issues where I couldn't connect to my own server because it was faster than my client on a large map. Client would hang at "catching up". Seemed ridiculous that the server would not budge on speed even for one player. But then, it also seems unusual that multiplayer processes...
by adam_bise
Sat Nov 28, 2020 1:42 am
Forum: Ideas and Suggestions
Topic: pls remove barrels or make them useful
Replies: 13
Views: 514

Re: pls remove barrels or make them useful

Barrels have their uses. I've used them in sushi belts and in long defended beltways, where just a little fluid is needed to be moved and letting a few barrels hitch a ride on a shared belt was easier squeezing in new pipe and widening the walls. They add flexibility. No reason to remove them at all.
by adam_bise
Wed Nov 25, 2020 5:38 pm
Forum: Ideas and Suggestions
Topic: Fluid Wagons When Train is on Curved Rail
Replies: 9
Views: 380

Re: Fluid Wagons When Train is on Curved Rail

Just FYI: the current pump is 11.4 megabytes across 222 sprite sheets. It's already insane with all of the directions and animations it has. Would it be possible to remove all of those variations and correct the connection issue by splitting the graphic into two pieces, and have the telescoping arm...
by adam_bise
Tue Nov 24, 2020 2:28 pm
Forum: Ideas and Suggestions
Topic: Fluid Wagons When Train is on Curved Rail
Replies: 9
Views: 380

Fluid Wagons When Train is on Curved Rail

TL;DR Allow fluid wagons to work when part of the train is on a curved rail by changing the pump arm graphic. What ? https://forums.factorio.com/viewtopic.php?p=500666#p500666 The way it is now looks dang pretty, but pumps wont connect to fluid wagons when part of the train is on a curved rail due ...
by adam_bise
Tue Nov 24, 2020 12:26 am
Forum: Ideas and Requests For Mods
Topic: Fluid Wagon Works Around Corners
Replies: 2
Views: 125

Re: Fluid Wagon Works Around Corners

Here is what a dev says would need to be done in the mod.

viewtopic.php?p=522078#p522078

Although I don't care much about the graphic. Could just remove the pump arm animation as long as it works!
by adam_bise
Tue Nov 24, 2020 12:22 am
Forum: Not a bug
Topic: [0.18.34] Train Graphical Misalignment?
Replies: 7
Views: 637

Re: [0.18.34] Train Graphical Misalignment?

best possible solution for this would be to change pump graphics to not have this overhanging arm for which a precise alignment is required to not look odd - in such case allowed alignment could be increased a lot. Couldn't the graphic itself be stretched to suit? It is supposed to be a hose anyway...
by adam_bise
Mon Nov 23, 2020 11:49 pm
Forum: Not a bug
Topic: [0.18.34] Train Graphical Misalignment?
Replies: 7
Views: 637

Re: [0.18.34] Train Graphical Misalignment?

boskid wrote:
Tue Jun 30, 2020 11:26 am
Mods should be able to do that (change gfx and increase alignment tolerance to 1 when pumps would always connect).
Just curious if anyone knows if such a mod exists? How hard would it be to create for someone with zero modding experience you think?

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