Search found 231 matches

by adam_bise
Thu Nov 25, 2021 2:08 pm
Forum: Ideas and Suggestions
Topic: Seas of Factorio
Replies: 3
Views: 134

Seas of Factorio

Q: What can you do on water? Not the shoreline, but deep water chunks? A: You can remove it with landfill. How about adding more things to do on water? Some ideas: 1. Aquatic biters 2. Trenching 3. Bridges 4. Offshore drilling and mining 5. Items that can be built directly on water like the big elec...
by adam_bise
Thu Nov 25, 2021 1:38 am
Forum: General discussion
Topic: My new PC (Specially ordered for Factorio)
Replies: 22
Views: 1807

Re: My new PC (Specially ordered for Factorio)

Do you have any idea why that board costs as much as it does? Mostly because of the Z590 chip. Do you know why Z590 boards are expensive? Mostly because they provide up to 24 lanes of PCIe bandwidth. Your CPU also provides 20 lanes all by itself. We can see you are using a whopping 4 lanes with your...
by adam_bise
Wed Nov 24, 2021 4:58 am
Forum: Railway Setups
Topic: 178-1780-178 Fluid Wagons with Aligned Stops
Replies: 0
Views: 102

178-1780-178 Fluid Wagons with Aligned Stops

Ever wanted a train with 1780 fluid wagons? No? Well, if you did for some odd reason, here is one way. There are 25 stops, each stop is accompanied by an s-curve. 1780-1.png Aligning the pumps proved impossible. I had to mod the pump to get it to work: https://mods.factorio.com/mod/fluid-wagon-curve...
by adam_bise
Sun Nov 14, 2021 7:40 pm
Forum: Questions, reviews and ratings
Topic: Modded Item Not Unlocked
Replies: 6
Views: 153

Re: Modded Item Not Unlocked

Nice! Worked like a charm. Thank you!
by adam_bise
Sun Nov 14, 2021 7:08 pm
Forum: Questions, reviews and ratings
Topic: Modded Item Not Unlocked
Replies: 6
Views: 153

Re: Modded Item Not Unlocked

I also thought about modding the mod.. I found some info about control.lua and on_init or on_configuration_changed, but don't know what to try. If I use on_init and remove and re-add the mod, will it run? Also, where do you say "on_init"? This is the code snippet I wanted to try: for _, fo...
by adam_bise
Sun Nov 14, 2021 7:00 pm
Forum: Questions, reviews and ratings
Topic: Modded Item Not Unlocked
Replies: 6
Views: 153

Re: Modded Item Not Unlocked

Here is a link to the mod in question.

https://mods.factorio.com/mod/burner-pump
by adam_bise
Sun Nov 14, 2021 6:52 pm
Forum: Questions, reviews and ratings
Topic: Modded Item Not Unlocked
Replies: 6
Views: 153

Re: Modded Item Not Unlocked

This is what I get when I try to fix. I don't want to disable achievements. 2021-11-14 12:50:17 [WARNING] Player <server> tried using the command "game.player.force.technologies['fluid-handling'].researched=false". 2021-11-14 12:50:17 [WARNING] Using Lua console commands will disable achie...
by adam_bise
Sun Nov 14, 2021 6:34 pm
Forum: Questions, reviews and ratings
Topic: Modded Item Not Unlocked
Replies: 6
Views: 153

Modded Item Not Unlocked

I downloaded a burner pump mod and added it to an existing game. The item is researched with fluid handling. I have already researched fluid handling and the item is not unlocked unless I start a new game. My question is, is there a way for me to unlock the burner pump without starting a new game or...
by adam_bise
Sat Nov 13, 2021 1:43 pm
Forum: Gameplay Help
Topic: First time using circuit network: making a "master" power switch
Replies: 12
Views: 481

Re: First time using circuit network: making a "master" power switch

Here I stamped BP and removed extra switches.
ms2.png
ms2.png (1.4 MiB) Viewed 171 times
by adam_bise
Sat Nov 13, 2021 8:39 am
Forum: Gameplay Help
Topic: First time using circuit network: making a "master" power switch
Replies: 12
Views: 481

Re: First time using circuit network: making a "master" power switch

Trains are definitely the way to go. When you're dealing with a low power situation you need things that work without power such as fluids and train stops ms.png The master switch combinator controls the remote power switch and turns on the light wirelessly. 0eNq9Vk2PmzAQ/SuVz7DC4SMJUnvZc0/dWxUhA5PE...
by adam_bise
Wed Nov 03, 2021 4:08 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 65
Views: 6834

Re: What are the most impractical items in Factorio?

It bugged me, so fixed it. https://mods.factorio.com/mod/smg-require-pistol EDIT: I also made a few additional mods to address what I feel are under-utilized items or items made obsolete by other items. https://mods.factorio.com/mod/car-require-smg https://mods.factorio.com/mod/steel-chest-require-i...
by adam_bise
Mon Nov 01, 2021 5:15 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 65
Views: 6834

Re: What are the most impractical items in Factorio?

Pistols.. In vanilla, pistols have a recipe for both manual and assembler crafting. But I can't think of a single scenario where either would be used. Every time the player respawns, they get a pistol. How would you ever actually really need to build another? If you drop it on accident? What about t...
by adam_bise
Wed Oct 27, 2021 10:04 pm
Forum: Ideas and Suggestions
Topic: Computer Player Allies / Enemies
Replies: 11
Views: 333

Re: Computer Player Allies / Enemies

At least the game already supports more than one player / force. So those components are in place already. Just need to make a distinction between AI and human player and then script the AI.

Course, I'm no programmer so have no idea how hard that would be.
by adam_bise
Wed Oct 27, 2021 8:31 pm
Forum: Ideas and Suggestions
Topic: Computer Player Allies / Enemies
Replies: 11
Views: 333

Computer Player Allies / Enemies

Would be nice to select a number of computer players as either allies or enemies.
by adam_bise
Wed Oct 27, 2021 5:28 pm
Forum: General discussion
Topic: Howto: Vanilla Islands
Replies: 7
Views: 418

Re: Howto: Vanilla Islands

If you make it very small you might want to tweak stone so you don't wind up getting stuck with no landfill :lol:
by adam_bise
Wed Oct 27, 2021 5:19 pm
Forum: General discussion
Topic: Howto: Vanilla Islands
Replies: 7
Views: 418

Re: Howto: Vanilla Islands

I've played with the map generator myself a bit a while back trying to get more circular islands with clusters of them close together and bigger gaps between clusters. And much more shallow water so you walk across water between island that are less than 10-20 tiles apart. You have to define your o...
by adam_bise
Wed Oct 27, 2021 5:15 pm
Forum: General discussion
Topic: Howto: Vanilla Islands
Replies: 7
Views: 418

Re: Howto: Vanilla Islands

Sorry I went backwards on that last post.

"terrain_segmentation": 0.7,
"water": 20,

May be closer to what you want. Heres a comparison

0.7 - 20
7-20.png
7-20.png (155.62 KiB) Viewed 320 times
0.2 - 20
2-20.png
2-20.png (375.08 KiB) Viewed 320 times
by adam_bise
Wed Oct 27, 2021 4:34 pm
Forum: General discussion
Topic: Howto: Vanilla Islands
Replies: 7
Views: 418

Re: Howto: Vanilla Islands

Hmm.. You might need to explore a bit. What I call islands you might call continents. "terrain_segmentation": 0.2, "water": 20, Might make the shores closer to the starting area. EDIT: Actually this makes it further The islands follow the same awful swamp pattern you see when you...
by adam_bise
Tue Oct 26, 2021 10:17 pm
Forum: General discussion
Topic: Howto: Vanilla Islands
Replies: 7
Views: 418

Howto: Vanilla Islands

If you've played with the map gen sliders you probably realize it is hard to get repeating isolated islands. But you can go beyond the GUI water scale sliders with the command line. To make a new save file with mostly isolated large islands, try this method: Edit Data\map-gen-settings.example.json U...
by adam_bise
Mon Feb 08, 2021 7:29 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 79458

Re: Friday Facts #365 - Future plans

Curious.. Could the new 3D artist position hint to a first person mode?

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