Search found 96 matches

by AlexTheNotsogreat
Wed Sep 20, 2023 7:55 pm
Forum: Modding help
Topic: How to detect if a non-beacon machine can accept modules
Replies: 1
Views: 254

How to detect if a non-beacon machine can accept modules

I'm trying to implement a way for machines to disable if there's too many beacons surrounding it, but the following function isnt working. script.on_event(defines.events.on_built_entity, function(event) local machine = event.created_entity if machine.prototype.allowed_effects == true then if beacons...
by AlexTheNotsogreat
Sun Jul 26, 2020 4:47 pm
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 19867

Efficiency Module adjustment

TL;DR Buff Efficiency modules to make them inline with how speed and productivity modules progress, and to make them more worthwhile. What ? [EDIT: Easier to read now] Speed module: 20% -> 30% -> 50% speed; improved by 50%, then by 67% Productivity module: 4% -> 6% -> 10% productivity; improved by ...
by AlexTheNotsogreat
Sat Jan 06, 2018 11:23 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 343183

Re: Friday Facts #224 - Bots versus belts

I wonder if you could make it so that bots would have to maneuver around each other to avoid overlapping, like with biters/players. a means of nerfing them in a way so that "Just adding more bots" couldn't be the answer.
by AlexTheNotsogreat
Sat Dec 30, 2017 7:07 pm
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 44115

Re: Friday Facts #223 - Reflections on 2017

OBXandos wrote:
...and after mid game they just become tedious to deal with. Removing the biters is the only thing we can't automate...
Could the artilery count as automated biter clearing?
by AlexTheNotsogreat
Sat Dec 30, 2017 2:39 pm
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 44115

Re: Friday Facts #223 - Reflections on 2017

Just make sure you guys don't forget to update some of the icons to match the in game entities (specifically, the tech and achievement icons involving trains still use the old train model)
by AlexTheNotsogreat
Fri Nov 03, 2017 10:49 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 79302

Re: [MOD 0.13.+] N.Tech-Chemistry

I tried that and it said:

"Failed to load mods: __N.Tech-Chemistry__/data.lua:8: ...ram files(x86/Factorio/data/core/lualib/dataloader.lua:12: Invlid prototype array {}
by AlexTheNotsogreat
Sat Jul 22, 2017 10:52 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 64281

Re: Friday Facts #200 - Plans for 0.16

Klonan wrote:...There are no especially large lakes to work your way around...
*Inserts Manglepork Railword reference*
by AlexTheNotsogreat
Wed Apr 26, 2017 8:54 pm
Forum: Technical Help
Topic: [0.15.2] Bizzare mod error
Replies: 2
Views: 1428

Re: [0.15.2] Bizzare mod error

Yep, that worked!!
by AlexTheNotsogreat
Wed Apr 26, 2017 8:27 pm
Forum: Technical Help
Topic: [0.15.2] Bizzare mod error
Replies: 2
Views: 1428

[0.15.2] Bizzare mod error

Ok, what the hell is going on here? This has popped up after disabling my mods, eventually deleting them, and even reinstalling the game!
by AlexTheNotsogreat
Sat Apr 22, 2017 12:12 am
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 140835

Re: Friday Facts #187 - Space science & 0.15 graphics

psychomuffin wrote:...BTW, I'm sure you are on some sort of government watchlist now, lol.
I doubt an object in a video game that resembles the most primitive nuclear device ever would be threatening.
by AlexTheNotsogreat
Mon Apr 17, 2017 5:52 pm
Forum: Show your Creations
Topic: "Transport Belt Madness" Campaign Complete!
Replies: 3
Views: 3034

Re: "Tight Spot" Campaign Complete!

DaveMcW wrote:I think you mean "Transport Belt Madness" level 3...

Great job doing it with no blue belts!
There, fixed! Although I'm pretty sure it is actually the 5th level
by AlexTheNotsogreat
Sat Apr 15, 2017 1:06 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: WIP Kilobase
Replies: 15
Views: 12422

Re: WIP Kilobase

So, how exactly do you not suffocate in that base?
by AlexTheNotsogreat
Sat Apr 15, 2017 12:12 am
Forum: Show your Creations
Topic: Flamethrower ammo setup - its own refinery
Replies: 6
Views: 6870

Re: Flamethrower ammo setup - its own refinery

Not exactly "high performance". Ammo needs high performance. And a slow ass fab isnt exactly this. What does it produce for a 0,1/s pumpjack? Well, it's one refinement of oil every 100 seconds, giving 3 light/heavy oil and 4 petrol each time. so .03 L/H, and .04 P or .02 solid fuel per se...
by AlexTheNotsogreat
Fri Apr 14, 2017 10:31 pm
Forum: Fan Art
Topic: Lego Diesel Locomotive! (Motor + LED)
Replies: 18
Views: 16864

Re: Lego Diesel Locomotive! (Motor + LED)

After seeing this, its clear that there really needs to be LEGO Factorio sets, that would just be awesome!

I could picture a few different scenarios, such as a roboport or a small assembly line/oil refinery with pipe bits. or even biters out of small bits and their nests.
I NEED IT! :o
by AlexTheNotsogreat
Fri Apr 14, 2017 10:18 pm
Forum: Show your Creations
Topic: "Transport Belt Madness" Campaign Complete!
Replies: 3
Views: 3034

"Transport Belt Madness" Campaign Complete!

Just a little thing that I thought would be nice to share, seeing as not many people seem to give it attention: The fifth and final level of the "Transport Belt Madness" Campaign, please observe... http://imgur.com/a/SFdcX [Imgur link since I can't figure out these fourm stuffs for pictures]
by AlexTheNotsogreat
Wed Apr 12, 2017 8:16 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 993487

Re: Factorio Roadmap for 0.15 + 0.16

Wait, there isn't the "surprise with 8-10 legs" anymore. Are you guys ditching the spidertron concept?
by AlexTheNotsogreat
Sat Dec 31, 2016 9:31 pm
Forum: Ideas and Suggestions
Topic: Show Non-Researched Items as Locked
Replies: 12
Views: 5605

Re: Show Non-Researched Items as Locked

My idea is that you would see locked recipes if the research is available. With your accumulator example, it would appear with the "locked" icon once the prerequisite researches are unlocked, and mousing over it would say "Required research: electric energy accumulators " with a ...
by AlexTheNotsogreat
Tue Oct 18, 2016 10:52 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Hard Storage
Replies: 3
Views: 1725

Re: [Request] Hard Storage

For storages we have this: https://mods.factorio.com/mods/Versepelles/VersepellesHardStorage Exoskeleton split in 2 parts in this mod: https://mods.factorio.com/mods/Ranakastrasz/Modular-Armor First give only 5% move speed, second give 30%, but craft harder. This mod add tier 0 trains with very sma...
by AlexTheNotsogreat
Tue Oct 18, 2016 10:47 pm
Forum: Mods
Topic: [MOD 0.13.x] Realism
Replies: 5
Views: 4902

Re: [MOD 0.13.x] Realism

Fun Fact: The research for grenade damage 5 doesn't exist!

It seems that 0.14.14 has issues for realism in itself.
by AlexTheNotsogreat
Tue Oct 18, 2016 12:59 am
Forum: Ideas and Requests For Mods
Topic: [Request] Hard Storage
Replies: 3
Views: 1725

[Request] Hard Storage

I tried a request like this earlier, but I'd like to try a better idea. The original idea i had was to have storage and item transport much, much harder in Factorio because - lets face it, storage is very easy in vanilla, up to 48 items in a 1x1chest. So, here's some ways to make the storage game di...

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