Search found 90 matches

by Balthazar
Sun Oct 04, 2020 12:45 pm
Forum: Ideas and Suggestions
Topic: New Enemies
Replies: 9
Views: 1625

Re: New Enemies

btw.. I'm 100% sure this would catch CLASSIC RTS gamers in ALL age and wastly increase player numbers.. (and your income as well) RTS is dead and no-one plays it. Why try to attract " CLASSIC RTS gamers in ALL age " when that population is tiny? We're absolutely not, everyone stopped maki...
by Balthazar
Sun Oct 04, 2020 12:15 am
Forum: Ideas and Suggestions
Topic: Multiple Names and Conditions For Train Stations
Replies: 2
Views: 701

Re: Multiple Names and Conditions For Train Stations

The problem is, you think too deep into the optimal solution of your problem. This is definitely true for vanilla unless you count sorting setup, which also is not as useful as with mods. After talking to KnightElite it also seems there is a somewhat reasonable solution using waypoint stations; exa...
by Balthazar
Sat Oct 03, 2020 3:22 pm
Forum: Ideas and Suggestions
Topic: Multiple Names and Conditions For Train Stations
Replies: 2
Views: 701

Multiple Names and Conditions For Train Stations

Trying to run multiple trains with different cargos and routes through the same station is a huge pain. Currently doing stuff like this: https://i.ibb.co/1G6GrJZ/image.png Which works ok as long as you aren't doing stations with 4 or more trains and the trains are 3+ locomotives in front, but neithe...
by Balthazar
Sat Oct 03, 2020 2:07 pm
Forum: Frequently Suggested / Link Collections
Topic: Assign Trains to Schedules (Train Routes)
Replies: 73
Views: 19047

Re: Assign Trains to Schedules (Train Routes)

Just wanted to add that assigning trains to routes and not the other way solves a few other problems: if the train is attacked and destroyed the route is currently lost. If you want to change a route you need to hunt down all the trains (Not usually too hard since they're listed in the same stations...
by Balthazar
Mon Oct 21, 2019 10:03 am
Forum: Questions, reviews and ratings
Topic: Mod for increasing construction costs?
Replies: 0
Views: 723

Mod for increasing construction costs?

Would like to play a game where construction like assemblers, miners and refineries have greatly increased costs. Tired of science taking 99% of your resources while resource generation is laughably cheap.

Is there anything available for this?
by Balthazar
Fri Aug 23, 2019 8:13 pm
Forum: Modding help
Topic: [16]Two recipes for same item?
Replies: 9
Views: 1854

Re: [16]Two recipes for same item?

Thanks a lot, its working now :)
by Balthazar
Fri Aug 23, 2019 7:36 pm
Forum: Modding help
Topic: [16]Two recipes for same item?
Replies: 9
Views: 1854

Re: [16]Two recipes for same item?

Thanks deadlock, is there by any chance a smarter way of doing this than editing data.raw?
by Balthazar
Fri Aug 23, 2019 7:00 pm
Forum: Modding help
Topic: [16]Two recipes for same item?
Replies: 9
Views: 1854

Re: [16]Two recipes for same item?

Didnt want to start a new topic but just realized the recipe is not compatible with productivity modules, how do i enable that?
by Balthazar
Mon Apr 22, 2019 1:04 pm
Forum: Modding help
Topic: [16]Two recipes for same item?
Replies: 9
Views: 1854

Re: [16]Two recipes for same item?

data.lua is empty, this could easily be the problem but from what i read its just for dependencies No, data.lua, data-updates.lua and data-final-fixes.lua are automatically run by Factorio. Anything you put in a subfolder isn't automatically run. If you have any other Lua files you want executed in...
by Balthazar
Mon Apr 22, 2019 12:52 pm
Forum: Modding help
Topic: [16]Two recipes for same item?
Replies: 9
Views: 1854

[16]Two recipes for same item?

Trying to add a second recipe for electronic circuits that uses plastic instead of iron, but can't get it to work. I'm a modding n00b so its entirely possible i just messed up something simple, like directory structure, although the mod is available in the mod list and does not produce errors when l...
by Balthazar
Wed Mar 02, 2016 11:05 pm
Forum: News
Topic: Steam Keys available
Replies: 83
Views: 32746

Re: Steam Keys available

Steam it is, thanks for the quick reply <3
by Balthazar
Wed Mar 02, 2016 10:45 pm
Forum: News
Topic: Steam Keys available
Replies: 83
Views: 32746

Re: Steam Keys available

+1 for Demo!

Also, does claiming your key mean steam takes a cut? I wouldn't mind the convenience of having factorio via steam since it makes it easy to keep track of on PC and laptop, but not if it means dev loses money.
by Balthazar
Tue Nov 04, 2014 7:03 pm
Forum: Not a bug
Topic: [0.11.1]15 fps on large factory
Replies: 3
Views: 1702

[0.11.1]15 fps on large factory

I've been taking a break for a while and just got back for the new update, but my old factory is running very poorly at 14-16fps with the F5 overlay I've been out of the game for along time now, but i'm pretty sure it used to run at ~35 fps before 0.11, so maybe it's time for some optimization? Keep...
by Balthazar
Tue Jul 29, 2014 9:54 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Carpet Bombing
Replies: 3
Views: 3864

Re: Carpet Bombing

Have you tried making blueprints with landmines? :P
by Balthazar
Tue Jul 29, 2014 1:07 pm
Forum: News
Topic: Friday Facts #44 - Decision making
Replies: 62
Views: 38921

Re: Friday Facts #44 - Decision making

Sooo at what tech level can we expect to get tanks? Are we going to kite with them or can they stand up to biter waves? Are they customizable like power armor?
by Balthazar
Fri Jul 25, 2014 8:37 pm
Forum: News
Topic: Friday Facts #44 - Decision making
Replies: 62
Views: 38921

Re: Friday Facts #44 - Decision making

They're beautiful :cry: I want all of them
by Balthazar
Fri Jul 25, 2014 7:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Train Pathfinding
Replies: 10
Views: 5547

Re: [0.10.3] Train Pathfinding

Sorry for the late reply, i'll get on it now, just need a minute to get the trains clumped up, will edit when done

EDIT: savelink https://www.mediafire.com/?1p8n2k81ahscisi
Just unpause the train directly below the player to get it running again
by Balthazar
Thu Jul 24, 2014 8:26 am
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Train Pathfinding
Replies: 10
Views: 5547

Re: [0.10.3] Train Pathfinding

Well, that solves the why i guess :shock: Is the setup unusual? I always use this type of rail network same as TTD, i have a lot of trains running around mostly for fun, and making individual paths for everything is a chore, especially when theres a lot of overlap. If the two trains are converging o...
by Balthazar
Fri Jul 18, 2014 7:58 am
Forum: Gameplay Help
Topic: Restarting a map
Replies: 10
Views: 4025

Re: Restarting a map

Press escape -> click restart :lol:
by Balthazar
Mon Jul 14, 2014 11:26 am
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Train Pathfinding
Replies: 10
Views: 5547

Re: [0.10.3] Train Pathfinding

It's not quite the same though, if it was just picking the clear path i could understand it, but for me both tracks are occupied @_@

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