Search found 245 matches

by SirRichie
Thu Sep 17, 2015 1:22 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195802

Re: [0.12.x] RSO Discussion thread

If I understood your need and the way RSO works correctly, I think you could try to
- change the config.lua to increase enemy spawn chance
- then run remote.call("rso", "regenerate", false) from the console
by SirRichie
Thu Sep 17, 2015 5:42 am
Forum: Mods
Topic: Advanced personal roboports
Replies: 9
Views: 12954

Re: Advanced personal roboports

The question is, can it do Logistics? What would be the benefit of that? The personal roboport's radius (even the advanced one's) is not big enough that it really helps to get materials from chests. And for the most part, your general production area, where you craft the high-tier products is cover...
by SirRichie
Wed Sep 16, 2015 11:50 am
Forum: Mods
Topic: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
Replies: 32
Views: 43827

Re: [MOD 0.12] PersonalRoboportFix (0.2.1) - Disable inside net

PersonalRoboportFix crashes in multiplayer on line 95 (forgot to capture the error, sorry) when a player dies.

We were way before getting a modular amor, so noone had a roboport (but the mod was active). Whenever a player died, the game reported an error in PersonalRoboportFix and then shut down.
by SirRichie
Wed Sep 16, 2015 11:45 am
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 45001

Re: Feedback

Spawning of ore has no idea about regions. I'm not sure if the hard cut is not happening because it tries to put ore on chunk that has not been charted yet - it would be tricky to fix I think. Placing resources in not-yet-charted chunks works - tested this myself. It may also be the polygon-generat...
by SirRichie
Tue Sep 15, 2015 12:36 pm
Forum: General discussion
Topic: Trainnetwork; Left Handed Driving Or Right Handed Driving.
Replies: 24
Views: 29047

Re: Trainnetwork; Left Handed Driving Or Right Handed Driving.

Right-handed driving. Reason for me: Used to this from driving a car, it thus comes more natural
by SirRichie
Mon Sep 14, 2015 3:05 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 45001

Re: Feedback

Spawning of ore has no idea about regions. I'm not sure if the hard cut is not happening because it tries to put ore on chunk that has not been charted yet - it would be tricky to fix I think. Placing resources in not-yet-charted chunks works - tested this myself. It may also be the polygon-generat...
by SirRichie
Sun Sep 13, 2015 9:28 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 45001

Re: Feedback

regions are not a major problem. Resources are sparse in RSO, but it is not due to using regions. RSO seems to not place resources across region borders, so with large patches you sometimes end up with unnaturally long, hard edges, but I think that is only a minor flaw. I think the tricky part when ...
by SirRichie
Sat Sep 12, 2015 12:41 am
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 45001

Re: Feedback

The problem with Perlin noise is that you cannot go for RSO's more distance --> bigger patches approach. The fact that you have no true control is the strength of Perlin, generating organic looking landscapes. I wrote an RSO-similar mod for 11.x, because I didn't like how RSO distributed resources /...
by SirRichie
Fri Sep 11, 2015 1:52 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 45001

Re: Feedback

This creates a lot of effort and inefficiency, compared to little benefit, I think. RSO hooks into the "chunk generated" event. There is no "tile generated" event. Now if you were to define a region size that is not a multiple of the chunk size, then you would suddenly have to do...
by SirRichie
Thu Sep 10, 2015 2:50 pm
Forum: Modding help
Topic: train signal control
Replies: 9
Views: 6087

Re: train signal control

In that case, checkout Choumiko's Smart Trains mod: https://forums.factorio.com/forum/vie ... 97&t=14432
I do not think it does exactly what you want, but it is very close - so might be better to built off that.
by SirRichie
Wed Sep 09, 2015 1:41 pm
Forum: Balancing
Topic: Target prioritising of turrets
Replies: 23
Views: 32188

Re: Target prioritising of turrets

I do not think this is a balancing issue, it is much more an issue about turret AI. I see the problem you outline. The problem with your approach is that if I had a mod which puts in spawners which spawn a lot of small enemies at a high rate, the turret would only fire on the biters, not the true th...
by SirRichie
Tue Sep 08, 2015 9:35 pm
Forum: Modding help
Topic: train signal control
Replies: 9
Views: 6087

Re: train signal control

For that kind of pathing control of trains, you'll have to put your hopes up for 0.13, though I doubt that will be in there. While tighter control over train scheduling/routing allows for much more optimized control, I am not sure that this will ever be the focus of the devs. Yes, everyone loves Ope...
by SirRichie
Tue Sep 08, 2015 9:29 pm
Forum: Mods
Topic: [MOD 0.12.x] Minable Rock
Replies: 12
Views: 20792

Re: [MOD 0.12.x] Minable Rock

0.0.1: First Release
I was already using this mod. So I double-checked and saw that you released this mod back in July.
I assume this is mainly to use the new forum format, but I am curious to know if there are any other changes you made?
by SirRichie
Tue Sep 08, 2015 9:24 pm
Forum: Multiplayer
Topic: 2 mods crashing in MP
Replies: 6
Views: 13454

Re: 2 mods crashing in MP

What are the error messages you are getting?
Does the game simply crash or do you get a message box with an error?

With that we could see if it is a bug in the mod (probably wrong player index) or within the game itself.
by SirRichie
Tue Sep 08, 2015 6:35 am
Forum: Technical Help
Topic: Multiplayer error not a valid address (No such host is known
Replies: 2
Views: 5578

Re: Multiplayer error not a valid address (No such host is known

He also get this error when trying to connect to anyone in general. Are you referring to anyone running Factorio? My best guess is an interplay between Factorio's new client-server model and how Tunngle works. Short background: Tunngle installs an additional network adapter in Windows and bridges i...
by SirRichie
Tue Sep 08, 2015 6:29 am
Forum: Technical Help
Topic: Just purchased game, Need tech help
Replies: 7
Views: 7871

Re: Just purchased game, Need tech help

I have the same problems on my laptop. When I have an external monitor connected and my laptop screen disabled, the Factorio window never comes up. It was supposed to be fixed in one of the 11.x patches I believe, but the issue was never resovled.The preferred monitor setting didn't do the trick eit...
by SirRichie
Mon Sep 07, 2015 9:59 am
Forum: Modding help
Topic: train signal control
Replies: 9
Views: 6087

Re: train signal control

No, but it is generally not a good idea to post another question to in the thread of an already existing question, as people won't read that.
by SirRichie
Thu Sep 03, 2015 9:53 am
Forum: Gameplay Help
Topic: Small pumps: use cases
Replies: 2
Views: 4502

Re: Small pumps: use cases

That is a simple AND brilliant idea.
I like that - thank you
by SirRichie
Thu Sep 03, 2015 8:50 am
Forum: Gameplay Help
Topic: Stuck with Oil Refinery
Replies: 8
Views: 17150

Re: Stuck with Oil Refinery

Not directly the cause of your problem, but: it is generally a good idea to use tanks for light/heavy oil and petroleum gas. Because your refinary only works if none of its outputs are clogged.
by SirRichie
Thu Sep 03, 2015 8:48 am
Forum: Gameplay Help
Topic: Small pumps: use cases
Replies: 2
Views: 4502

Small pumps: use cases

I am still wondering about good use cases for small pumps. The use cases I have found so far are somewhat nice, but not really necessary: - using small pumps to selectively direct water to steam engines, i.e. only when you need it. But then again, you can turn off power production by steam engines w...

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