Search found 20 matches

by Olix
Sat Jan 20, 2018 8:46 am
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 70121

Re: 0.16 Map generation Feedback

I find the 0.16 map generation terribly disappointing. The snake-oceans are very ugly.
by Olix
Fri Jan 12, 2018 9:22 pm
Forum: General discussion
Topic: Too much water?
Replies: 6
Views: 2903

Re: Too much water?

well its much better than on my map, so i can tell yes its "normal" in addion if i had to guess its a railworld setting dueto the extra big desert Without knowing map settings, hard to tell. Probably you got a larger starting area and frequent small water. Acacel is right, I put it on 'ra...
by Olix
Fri Jan 12, 2018 7:08 pm
Forum: General discussion
Topic: Too much water?
Replies: 6
Views: 2903

Too much water?

Hi, I've noticed that my current map has way more water than I would expect. It sort of dots all over the place in an annoying way, and makes it hard to build trains. Link: https://imgur.com/a/pcNLe https://i.imgur.com/zrxFYWq.png?1 Annoyingly, my starting are was fine so it took me a long time to n...
by Olix
Tue Jan 02, 2018 12:02 am
Forum: General discussion
Topic: Artillery
Replies: 3
Views: 1394

Re: Artillery

I just noticed that the biters sometimes run away from my factory rather than towards it when I target their nests with artillery, particularly if they are far away. I feel kind of sorry for them :(
by Olix
Mon Jan 01, 2018 11:35 am
Forum: General discussion
Topic: Artillery
Replies: 3
Views: 1394

Artillery

I am really enjoying the new Artillery! The logistics problem of getting ammo out to my walls is interesting (I never bothered before for gun or flamethrower turrets). However, I feel like I out-gun the biters too much now - particular if I use the artillery in manual aim mode, the range is huge! Is...
by Olix
Sat Sep 03, 2016 5:28 pm
Forum: General discussion
Topic: Problems with Biter pathfinding/behavior?
Replies: 6
Views: 1642

Re: Problems with Biter pathfinding/behavior?

I made a mod that turns trains and big power lines invincible:

https://mods.factorio.com/mods/Olix/inv ... -and-power

This makes the game more fun for me as I don't have to babysit and manually replace my trains, or genocide all the biters everywhere.
by Olix
Thu Sep 01, 2016 5:34 pm
Forum: General discussion
Topic: Problems with Biter pathfinding/behavior?
Replies: 6
Views: 1642

Re: Problems with Biter pathfinding/behavior?

The way that biter bases spawn was changed in version 0.13.0, previously the biters could not spawn a base within 3-4 (can't remember exact number) chunks of a player made entity and led to players 'claiming' huge areas of land which was often called "victory pole-ing". In version 0.13.0 ...
by Olix
Wed Aug 31, 2016 10:15 pm
Forum: General discussion
Topic: Problems with Biter pathfinding/behavior?
Replies: 6
Views: 1642

Problems with Biter pathfinding/behavior?

Hi, I wonder if anyone has noticed problems with the pathfinding and behaviour of Biters in recent versions? I keep seeing them massive bundles of units without actually attacking, like so: http://i.imgur.com/20xRmHV.jpg They also seem to build bases much closer to my structures than before: http://...
by Olix
Fri Aug 05, 2016 4:58 pm
Forum: Duplicates
Topic: Sound settings do not update when navigating away from menu with 'escape' key
Replies: 0
Views: 213

Sound settings do not update when navigating away from menu with 'escape' key

Summary When changing sound settings in Factorio, if the user navigates away from the 'Sound settings' menu by pressing the 'Escape' key, sounds are not updated. To Reproduce - Open Factorio and start a game - Navigate to 'Options' then 'Sounds' - Change the 'Master Volume' slider to Empty (0) - Pr...
by Olix
Fri Aug 05, 2016 4:13 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 123025

Re: [MOD 0.12.0] endless resources

It's funny that the best Endless Resources implementation is hidden as an attachment to orzelek's post on page 6: for _, resource in pairs(data.raw.resource) do if not resource.infinite then resource.infinite = true resource.minimum = 200 resource.normal = 1000 end end The if not resource.infinite c...
by Olix
Fri Apr 01, 2016 4:45 pm
Forum: News
Topic: Friday Facts #132 - Side Project
Replies: 118
Views: 42422

Re: Friday Facts #132 - Side Project

slpwnd wrote: 0x417072696c20466f6f6c73
Awww. It actually sounded kind of cool until you started talking about silly diplomas and free to play.
by Olix
Fri Jan 29, 2016 5:32 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 58436

Re: Friday Facts #123 - Better circuit network (Part 2)

Hi, this blog post was interesting and I quite like the ideas, but you are very bad at naming things. 'Circuit Network Connector Writer'? It sounds like a class name from Java or similar. I think you should try to think of some names for this and the other new objects that are more concise. For inst...
by Olix
Sun Jan 24, 2016 10:51 am
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 64460

Re: [MOD 12.11+] Train Outposts

Wow, that is quite a big patch... How far did you go out? This seems to be quite the distance. Also, did you play with normal resource settings? Truth to be told, I did not balance for this distance. As to the why: patch sizes grow with distance, but in a linear way. I'd even argue that going out t...
by Olix
Sat Jan 23, 2016 9:51 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 64460

Re: [MOD 12.11+] Train Outposts

I had a go with your mod. I do like the idea, but I think the resource spot sizes get excessive as you travel away from the starting spot: http://i.imgur.com/W44c0Bo.jpg I had all resource locations on 'Low' frequency and 'Big' size though. I was also surprised by the large empty area the algorithm ...
by Olix
Sun Jan 17, 2016 12:38 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 64460

Re: [MOD 12.11+] Train Outposts

Hello, This seems like a good idea for a mod, I will try it. However, in my attempts with RSO the problem I found was that sometimes my trains between outposts would make crash into the largest biters and so explode. I found this to be very frustrating, so in the end I just exterminated all the bite...
by Olix
Thu Jan 15, 2015 2:14 pm
Forum: General discussion
Topic: Automatic mining bases expansion (or eliminating the need)
Replies: 31
Views: 13130

Re: Automatic mining bases expansion (or eliminating the nee

I like the idea of coal, iron and copper becoming like oil in that the speed of extraction decreases over time. I hate how mining expansions just become useless eventually, it means I don't really feel like developing them properly as I know I just have to disassemble them in a few hours. If the exp...
by Olix
Mon May 26, 2014 10:29 am
Forum: Ideas and Suggestions
Topic: Low volume, long range, low infrastructure goods transport
Replies: 1
Views: 1039

Low volume, long range, low infrastructure goods transport

Currently, there are 3 kinds of ways of transporting goods in the game: Conveyor Belts + Easy to set up + Medium/High volume - Very vulnerable to biters Railways - Difficult to set up + Extremely high volume + Not vulnerable to biters Logistics robots - very energy intensive - low volume + very flex...
by Olix
Fri May 23, 2014 4:48 pm
Forum: General discussion
Topic: Rocket Defense
Replies: 4
Views: 1525

Rocket Defense

Hi, What happens when you research and build rocket defense? Just a "you have won!" screen? I've got to the point where I have a super factory that builds large amounts of everything. I want to complete the game, but I don't want to grind the ~400 alien artifacts needed to do that - it was...
by Olix
Wed Dec 18, 2013 8:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.1] Game freezes and consumes all RAM + CPU
Replies: 3
Views: 844

[0.8.1] Game freezes and consumes all RAM + CPU

Hi, I just updated to the new version. It played fine for about an hour, but just now it started freezing. When the game freezes, it jumps to 100% CPU Utilization on one core, and also consumes all the RAM on my system. The game stops responding, and has to be killed from the task manager. If I load...
by Olix
Fri Nov 29, 2013 9:10 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 105578

Re: RTS direction

Hi, I bought the game today. I enjoy managing the factories, but I found attacking the enemy base in the later part of the first level of the 'New Hope' campaign to be very tedious. I don't think introducing direct RTS elements is a good idea - instead, how about allowing the player to build spawn p...

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