Search found 31 matches

by Gladaed
Sat Oct 18, 2025 9:43 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 14
Views: 663

Re: Palletization - A Way to Make Trains Relevant in the Late Game


As a Logistics comparison, remember that Barrels exist in Vanilla, and they SUCK! They existed before Fluid Wagons to enable Train movement of Fluids, and were simply never removed... they are still necessary to move Fluids through Space (eg, Fluoroketone). I do not see how item-based Pallets ...
by Gladaed
Sat Oct 18, 2025 2:49 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: The EcoLab, research block with cursed 125% yield
Replies: 2
Views: 685

Re: The EcoLab, research block with cursed 125% yield

Wouldn't this be 1 + 0.25 + 0.0625 + 0.0151425 +... Yield? Sum_n=0^inf(1/(2n)Β²)
As the 0.25 recycled yield is recycled infinite numbers of times..
by Gladaed
Sat Oct 18, 2025 2:36 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 14
Views: 663

Re: Palletization - A Way to Make Trains Relevant in the Late Game

I feel like enabling quality for storage size of wagons may be more effective and fun. (Is there a mod for that?) And maybe a tier 2 wagon. (Some planet mod has one, but it's only 25% better)
The advantage of trains, to me, are that they carry goods dynamically. You do not need to hardwire your ...
by Gladaed
Sat Oct 18, 2025 2:30 pm
Forum: Ideas and Suggestions
Topic: Turret's target priority, do not fire at
Replies: 2
Views: 138

Turret's target priority, do not fire at

I am currently playing a game with the castra mod, where you want to not kill spawners, but the enemies that come out of them. Hence I would love an option to ignore a certain target. Currently this already works by creating a priority list with all valid targets except the spawner. And enabling ...
by Gladaed
Tue Oct 31, 2023 11:00 am
Forum: Technical Help
Topic: Black Screen on focus loss due to HDR
Replies: 0
Views: 514

Black Screen on focus loss due to HDR

When I alt tab my display turns black for ~3 seconds. This appears to be related to HDR being turned on.
Is there a way to force factorio to stay active on my main display while interacting with my secondary display(s) in order to not get flashbanged by the primary display changing?
This may be more ...
by Gladaed
Mon Apr 29, 2019 8:53 pm
Forum: Won't fix.
Topic: [0.17.34] Cliffs Opaqueness&Display
Replies: 1
Views: 1212

[0.17.34] Cliffs Opaqueness&Display

This is a purely graphical glitch.

Due to the way cliffs are implemented as opaque, wierd trees i get some display issues, which are mildly irritating at worst. A brief list:

- boulders lie on running conveyors. They are actually see through so even their surface joins with the conveyor. Same goes ...
by Gladaed
Sat Apr 27, 2019 10:34 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 204449

Re: [0.17] Please post bugs and balance issues here.

Not all Stationairy worms are updated to the new fireing mode, leading to a deadly mix of enemies. (bobs enemies mod)
by Gladaed
Wed Aug 29, 2018 10:04 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3800
Views: 2054083

Re: Development and Discussion

Hi,

Marathon Mode seems broken (currently) it is impossible to use the copper from coil machine without flooding everything with copper ore since everything you craft consumes way less copper ore than iron ore. I would suggest halving the wire output of that recipe (and maybe buff wires in ...
by Gladaed
Sun Sep 03, 2017 10:55 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3800
Views: 2054083

Re: Development and Discussion

Why do the gases gain in volume when you crack them? It should be 1 to 1 or 1 to <1, As the amount of molecules doesn't change. (1 Mol of atoms of a gas always has the same volume if you change the type of gas.)
by Gladaed
Mon May 29, 2017 5:14 pm
Forum: Modding help
Topic: Map Generator
Replies: 5
Views: 2713

Re: Map Generator

The respawn gets you to a land tile
by Gladaed
Mon May 29, 2017 3:36 pm
Forum: Modding help
Topic: Map Generator
Replies: 5
Views: 2713

Re: Map Generator

Is it possible for you to provide an option that reverses the comperator in the water filling step? (As far as i know it's a if perlin > threshold and i'd want a if perlin < threshold so water/land masses get inverted.)
by Gladaed
Mon May 29, 2017 2:39 pm
Forum: Modding help
Topic: Map Generator
Replies: 5
Views: 2713

Map Generator

Where can i find the actual map generator that fills all tiles? can't seem to find it in a lua right now.

(I'd like to invert the water placement so that you get a map of island instead a sea filled landscape)
by Gladaed
Mon May 29, 2017 11:51 am
Forum: Resource Spawner Overhaul
Topic: Island Maps
Replies: 7
Views: 6143

Re: Island Maps

I just found the factorio api ... working on a mod
by Gladaed
Mon May 29, 2017 11:45 am
Forum: Resource Spawner Overhaul
Topic: Island Maps
Replies: 7
Views: 6143

Re: Island Maps

Do you know weather i can look at the c++ code / weather the land generation is even modable?
Or how i can write a method that get's called before your resource generation?
by Gladaed
Mon May 29, 2017 11:18 am
Forum: Resource Spawner Overhaul
Topic: Island Maps
Replies: 7
Views: 6143

Re: Island Maps

Orzek can you tell me how the map generation works? (Or shorter: the resources are sprinkled ontop of the landmasses after they generated right? You could just invert the sign in the water generation step and get an inverse map. (at the point at which if perlin>threshold))

I tried reading your code ...
by Gladaed
Sun May 28, 2017 10:16 pm
Forum: Resource Spawner Overhaul
Topic: Island Maps
Replies: 7
Views: 6143

Island Maps

Hi,

I'd love the idea of having a map generator feature that inverts land and water on each tile so you can play a map consisting of Islands. (Or is there a easier way with current mods)

EDIT: Encountered a probable bug: The spawn may not be on land and should be filled with a sphere or sth ...
by Gladaed
Wed May 17, 2017 9:55 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3900
Views: 1877252

Re: Bugs & FAQ

the crushed stone CaCl_2 produces 30 instead of 3 units according to the tooltip
by Gladaed
Fri May 05, 2017 10:29 am
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 198761

Re: Bugs and problems

2 Things: 5Dim Resources is called Rersources

on load of the modportal version 5dim_automization gets disabled because:

file not found __base__/graphics/entity/oil-refinery/hr-oil-refinery-fire.png
by Gladaed
Wed Apr 26, 2017 5:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.2] Blueprint bug
Replies: 2
Views: 1436

[0.15.2] Blueprint bug

Hi,

Factorio crashes when i open (take into my cursor) a blueprint in the blueprintbook which references objects which belong to a removed mod.

WORKAROUND: rightclick the blueprint and delete it's contents.
by Gladaed
Sun Apr 23, 2017 4:35 pm
Forum: Not a bug
Topic: Robots idling
Replies: 4
Views: 2212

Re: Robots idling

more like noob ... Dumb dumb newbie with hundreds to thousands of hours
also thanks

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