Search found 97 matches

by onebit
Wed Dec 13, 2017 6:51 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd][Linux] Freeze on start after "Loading mod core.."
Replies: 61
Views: 13672

Re: [Oxyd][Linux] Freeze on start after "Loading mod core.."

This is a relief. I was working on dockerizing 0.16 and it wouldn't start in the alpine-glibc container. I was worried it somehow lost compatibility!

There's a busted version up on Docker Hub if anyone want to see it blow up.
by onebit
Fri May 05, 2017 5:58 pm
Forum: General discussion
Topic: Automatic Robot Placing
Replies: 6
Views: 2127

Re: Automatic Robot Placing

Well, if the Roboport is full you don't really need any more robots :D
by onebit
Wed Apr 26, 2017 11:56 pm
Forum: General discussion
Topic: Day & Night Cycle but without reducing brightness/Night mode
Replies: 3
Views: 799

Re: Day & Night Cycle but without reducing brightness/Night mode

Arumba lights is close.

I would like to have a separation between Brightness and Light, so it could be 100% light but the brightness would still vary for solar panels. Streamers would really like it, too.
by onebit
Wed Apr 26, 2017 11:48 pm
Forum: General discussion
Topic: Requester Chest...
Replies: 24
Views: 9139

Re: Requester Chest...

The blue circuits pre-req doesn't make sense. Nothing related to bots uses blue circuits.
by onebit
Mon Apr 24, 2017 9:05 pm
Forum: Pending
Topic: [0.15.1][posila] Unable to create sprite error upon launch
Replies: 8
Views: 1108

Re: [0.15.1] Unable to create sprite error upon launch

probably not enough of video memory.
by onebit
Wed Mar 29, 2017 9:27 pm
Forum: General discussion
Topic: Factorio Release Cycle
Replies: 22
Views: 4562

Re: Factorio Release Cycle

Most of the features in .15 break existing mods, so releasing new features once they are ready would kill moding as we know it. I think the large releases is worse for mods. When 0.15 comes mods will break. The modder fixes them with a patch. But now the mod doesn't work on 0.14. And actually this ...
by onebit
Sat Mar 25, 2017 11:01 pm
Forum: Ideas and Requests For Mods
Topic: [Solved] Radar grid position helper
Replies: 20
Views: 6796

Re: [Solved] Radar grid position helper

I skip over every spot and end up with this pattern. Any way to get rid of that one empty chunk? edit: nevermind. i was using rso radar and fixed it by CTRL+G on the radar in chunk 0,0. edit: would be cool to have two different color grids. one for visual and one for exploration like MalcolmCooks su...
by onebit
Thu Dec 01, 2016 8:32 am
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 5493

Re: [MOD 0.13.x+] Useful Map Colors

Maybe the original magenta? rgb(255,0,255). It fits the purple theme for oil.

I feel like it should stand it since it's valuable.
by onebit
Wed Nov 30, 2016 7:33 am
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 5493

Re: [MOD 0.13.x+] Useful Map Colors

The colors are really nice, but it's hard to see new oil deposits.
by onebit
Mon Nov 28, 2016 9:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.21] Water dissapearing during concreting
Replies: 7
Views: 1593

Re: [0.14.21] Water dissapearing during concreting

Maybe upsup removed an important decorator?
by onebit
Sat Nov 26, 2016 7:56 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 706
Views: 168249

Re: [MOD 0.14.20] Robot Army. 0.2.3

I will try some flying bots. I've just been using squads of 40 rocket bots. They destroy everything.

edit: maybe rocket droids should be advanced circuit? they are pretty powerful. battle droid could use heavy armor instead of light because of the extra hp.
by onebit
Fri Nov 25, 2016 7:43 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 35833

Re: Friday Facts #166 - Combat Revisit

What is the purpose of biters? I believe they are entropy. If not dealt with, your base should return to the stable condition which is nothingness. The question is how much player time and resources should it take to deal with this entropy? I believe the resources it takes is OK, but the player time...
by onebit
Fri Nov 25, 2016 7:13 pm
Forum: Implemented Suggestions
Topic: Mod Directories
Replies: 8
Views: 2313

Re: Mod Directories

I had a Mod profiles idea.
by onebit
Fri Nov 25, 2016 6:59 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 35833

Re: Friday Facts #166 - Combat Revisit

Make the biters less of an irritant, but still a threat In my opinion the game was better with victory poles. I've started using Robot Army because the rate of biter re-expansion is too much. Other's use Ion Cannon for this purpose. It's pointless to prune biters manually because they'll be back so...
by onebit
Fri Nov 25, 2016 6:42 pm
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 58827

Re: Circuit network features for 0.15

A MIN() combinator would be awesome for train loading.
by onebit
Fri Nov 25, 2016 4:06 am
Forum: Releases
Topic: Version 0.14.21
Replies: 25
Views: 36794

Re: Version 0.14.21

So far so good.
by onebit
Thu Nov 24, 2016 4:32 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 706
Views: 168249

Re: [MOD 0.14.20] Robot Army. 0.2.3

Thanks for the update! * Green bot color is very nice * Would be nice to be able to set GLOBAL_TARGETING_TYPE at the Droid Settings Module * I used targetingTypes.defendAssembler and SQUAD_HUNT_RADIUS=500 to have them defend 500 tiles around the assembler. Would it make more sense to use DEFAULT_KEE...
by onebit
Tue Nov 22, 2016 11:28 pm
Forum: This Forum
Topic: Default forum theme is difficult to read
Replies: 9
Views: 2360

Re: Default forum theme is difficult to read

Site is very hard to read on mobile.
by onebit
Tue Nov 22, 2016 11:25 pm
Forum: Implemented Suggestions
Topic: Add ability to blueprint trains
Replies: 24
Views: 4616

Re: Add ability to blueprint trains

The train rolls out of a rail connected to an assembler, like fluid outputs.

The assembler has a station name. When a train goes there it is eaten.

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