Search found 10 matches
- Fri Oct 16, 2020 7:35 pm
- Forum: Modding help
- Topic: Seeing if target tiles are within build_distance for placing paths
- Replies: 4
- Views: 1382
Re: Seeing if target tiles are within build_distance for placing paths
That sounds reasonable, but the edge case is making me hesitate. What happens if the center of a tile is outside the reach but the nearest corner of that tile is inside the reach? If the game rules state that such a tile is within reach, I don't just need to know what tile it is, I also need to know ...
- Fri Oct 16, 2020 7:57 am
- Forum: Modding help
- Topic: Seeing if target tiles are within build_distance for placing paths
- Replies: 4
- Views: 1382
Seeing if target tiles are within build_distance for placing paths
Working on a mod that will spray tiles (e.g. stone-path) around the player, bounded by the player's reach and what's available in the player's inventory, very similar to placing tiles in the core game, just automated. I got set_tiles working fine, but it doesn't care about the player's reach. How ...
- Mon Apr 27, 2020 3:27 pm
- Forum: Modding discussion
- Topic: Any% Tool-Assisted Speedrun WR 1:21:20
- Replies: 4
- Views: 2705
Re: Any% Tool-Assisted Speedrun WR 1:21:20
Thanks! I did consider bots. I think there may be potential, but ultimately I decided against it because the TAS mitigates some of the key benefits of bots. The mod has a FAQ which explains my rationale.thuejk wrote: Mon Apr 27, 2020 11:59 am Amazing! Did you consider using bots? A TAS blueprinting could be very efficient.
- Mon Apr 27, 2020 3:25 pm
- Forum: Modding discussion
- Topic: Any% Tool-Assisted Speedrun WR 1:21:20
- Replies: 4
- Views: 2705
Re: Any% Tool-Assisted Speedrun WR 1:21:20
Thank youZulan wrote: Mon Apr 27, 2020 9:00 am Great job! Do you have any idea how much time you spent on the preparation?

- Mon Apr 27, 2020 7:29 am
- Forum: Modding discussion
- Topic: Any% Tool-Assisted Speedrun WR 1:21:20
- Replies: 4
- Views: 2705
Any% Tool-Assisted Speedrun WR 1:21:20
I made a tool-assisted speedrun in the Any% category for 0.18. Goes from nothing to rocket in 1:21:20 on a pre-selected map using base rules. You can check out the video here: https://youtu.be/qYIplmAQcWU
The mod portal page here: https://mods.factorio.com/mod/AnyPctTAS
The reddit discussion here ...
The mod portal page here: https://mods.factorio.com/mod/AnyPctTAS
The reddit discussion here ...
- Sun Jan 06, 2019 5:23 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 77043
Re: Friday Facts #276 - Belt item spacing & Script rendering
Please also consider adjusting mining speeds. Otherwise we'll need a bunch more miners (before prod bonuses) to fill belts.
as V453000 said in this post 30 miners to fill yellow belt is quite nice.
Eh I'm cool with it. It means new belt speeds will improve consumption, not production ...
- Sat Jan 05, 2019 4:48 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 77043
Re: Friday Facts #276 - Belt item spacing & Script rendering
As the smelting recipe change, I am proposing the following:
- Iron plate, copper plate, stone brick: 3.2
- Steel: 16
That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flicker with inactivity in 0.16, now all of ...
- Sun Dec 30, 2018 1:00 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 199203
Re: Friday Facts #275 - 0.17 Science changes
I really like seeing the care and thought the devs bring to these kinds of topics and decisions.
One thing that jumped out to me as out of balance was the amount of steel needed for Production science. It's not at all on par with the 30 copper cable needed for high-tech science in 0.16, not even ...
One thing that jumped out to me as out of balance was the amount of steel needed for Production science. It's not at all on par with the 30 copper cable needed for high-tech science in 0.16, not even ...
- Sat Jul 28, 2018 7:00 pm
- Forum: Videos
- Topic: Factorio Any% TAS (v0.16) - World First! - 2:05:31
- Replies: 3
- Views: 4902
Re: Factorio Any% TAS (v0.16) - World First! - 2:05:31
This is incredible, thank you so much for sharing! Did you program every action directly or did you have some kind of script that helped generate part of the syntax?
You also seemed a bit confused about my version of the mod, and the version by yournamehere: We are not the same person :P I forked ...
You also seemed a bit confused about my version of the mod, and the version by yournamehere: We are not the same person :P I forked ...
- Sat Jul 28, 2018 5:54 pm
- Forum: Videos
- Topic: Factorio Any% TAS (v0.16) - World First! - 2:05:31
- Replies: 3
- Views: 4902
Factorio Any% TAS (v0.16) - World First! - 2:05:31
Video link: https://youtu.be/9F8PI_VYdV8
World's first Factorio any% tool-assisted speed-run (TAS). Inspired by AntiElitz, Rain9441, TAS mods by YourNameHere/Bilka and the steelaxe% TAS run by Xpert85, this vanilla single-player speed run goes from nothing to satellite launch in 2:05:31. This beats ...
World's first Factorio any% tool-assisted speed-run (TAS). Inspired by AntiElitz, Rain9441, TAS mods by YourNameHere/Bilka and the steelaxe% TAS run by Xpert85, this vanilla single-player speed run goes from nothing to satellite launch in 2:05:31. This beats ...