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by hoho
Fri Jun 27, 2014 1:46 pm
Forum: Ideas and Suggestions
Topic: Challange mode
Replies: 4
Views: 1900

Re: Challange mode

I played prison architect, where the player can choose contracts. After reading this thread I was almost about to make a suggestion about random contracts for giving out specific sets of materials but then I saw the "limited number of materials" thing in OP and that would not be compatibl...
by hoho
Fri Jun 27, 2014 12:37 pm
Forum: Gameplay Help
Topic: What to do about Biters Spawning
Replies: 11
Views: 5979

Re: What to do about Biters Spawning

Most of my outposts are just a small train station with electric mines and some gun turrets (to save on power) and yet they still add a megawatt of consumption each to my power network. That's just 2 additional steam engines but a lot of solars and accumulators. Add laser turrets and a radar which ...
by hoho
Fri Jun 27, 2014 12:33 pm
Forum: Mods
Topic: [MOD 0.9.x+][v0.0.1] Alien Artifact
Replies: 8
Views: 7808

Re: [MOD 0.9.x+][v0.0.1] Alien Artifact

Ah, thanks for explanation. Didn't realize that limitation :)
by hoho
Fri Jun 27, 2014 11:02 am
Forum: Resolved Problems and Bugs
Topic: [0.10.x]Blueprins do not copy modules
Replies: 11
Views: 10764

Re: [0.10.x]Blueprins do not copy modules

Just as anyone can make valid reasons for not copying modules people can make similarly valid reasons for copying them :) I remember a similar problem with blueprints that they didn't copy automation limit settings for chests and people need to manually set them instead. I wonder how hard would it b...
by hoho
Fri Jun 27, 2014 10:24 am
Forum: Resolved Problems and Bugs
Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
Replies: 23
Views: 7196

Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee

Another option is to have an checkbox "Exact count" in the requester panel. It would be unchecked by default, and it would allow bots to carry little bit more in that case. Taking this idea a little bit further - you could have a low and high threshold (I'm thinking of two sliders on the ...
by hoho
Fri Jun 27, 2014 10:21 am
Forum: Mods
Topic: [MOD 0.9.x+][v0.0.1] Alien Artifact
Replies: 8
Views: 7808

Re: [MOD 0.9.x+][v0.0.1] Alien Artifact

bobingabout wrote:Water and Sulfuric Acid, that means you have to build it in a Chemical lab, right?
I've seen recipes built in assembler that need fluids. Though I've not seen one that uses more than one at a time.
by hoho
Fri Jun 27, 2014 9:51 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 572
Views: 301595

Re: Thank you

Thanks indeed. I wish the game would somehow track the time I play it, I'm quite likely nearing or over 1000h already :)


I've been massively disappointed in vast majority of AAA titles released in several years but Factorio has been THE timesink for me for months now.
by hoho
Fri Jun 27, 2014 8:43 am
Forum: Technical Help
Topic: Save File Folder
Replies: 2
Views: 7007

Re: Save File Folder

Use the .zip download package instead of installer, that one keeps everything in one place.
by hoho
Fri Jun 27, 2014 8:42 am
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11493

Re: [MOD 0.9.x +] Zlowdown v1.5

I haven't had a chance to try your mod yet (waiting for 0.10.2) but does anything funny happen when fuel value/power use gets bigger than the original unit? E.g if something uses 100kW originally and I multiply it by 20 would it be 2000kW or 20MW? I mean can the game handle values like 2000kW or wil...
by hoho
Fri Jun 27, 2014 8:26 am
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11493

Re: [MOD 0.9.x +] Zlowdown v1.0

It seems like a simple loop over the fuel-value string to determine the lenght of unit of measure. Shouldnt' take more than 3-5 lines of code.

Though, yeah, I'm not sure if it is worth it. Are there any items with fuel value/power consumption != 2 letters?
by hoho
Fri Jun 27, 2014 8:08 am
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11493

Re: [MOD 0.9.x +] Zlowdown v1.0

Known issues: Modification of fuel values and lab power consumption will not behave correctly if the unit specification in the original prototype is not the last two letters of the string. Could you not just check per each character if it's a letter or number? http://rosettacode.org/wiki/Determine_...
by hoho
Fri Jun 27, 2014 8:06 am
Forum: Ideas and Suggestions
Topic: Challange mode
Replies: 4
Views: 1900

Re: Challange mode

You mean a custom scenarios or something different?
by hoho
Fri Jun 27, 2014 7:25 am
Forum: Mods
Topic: [0.11.x] Magnet
Replies: 26
Views: 32396

Re: [0.10.x, 0.9.8] Magnet

Different magnet sizes would actually be a pretty nice thing to have. Ideally there would be a smart magnet with customizable radius, but I might be asking for too much here. :) What about having the radius increase the more a person clicks the button in a row without clicking any other key? E.g pl...
by hoho
Fri Jun 27, 2014 7:19 am
Forum: Resolved Problems and Bugs
Topic: [0.10.1?][cube] new Biter/Nest next to my items
Replies: 8
Views: 5471

Re: [0.10.1?] new Biter/Nest next to my items

1)"colonizers" not Macke new base next to yours From another thread it was said that when a chunk doesn't have any player structures then it's a valid location for biters to make their base. 2) y are they not killing my base? Does pollution reach them? If not then they have no reason to a...
by hoho
Fri Jun 27, 2014 7:17 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 576205

Re: Yuoki Industries 0.2.3

How do tanks work? i have biomass stuck on a underground tank :shock: Tried pipe valve but dunno how it works either lol From the description it seemed that one needs to use pump to pull out fluids from them. Talking about the tanks, you should look at their recipes. They are currently far cheaper ...
by hoho
Fri Jun 27, 2014 6:40 am
Forum: Modding help
Topic: any way to alter worldgeneration surface?
Replies: 4
Views: 1710

Re: any way to alter worldgeneration surface?

I hope so too because I have some grand ideas about map generation but I'd need rather low-level access to stuff to make it work.

Does chunk generation really take THAT long time that it's unfeasible to allow people to plug-in their own generator things?
by hoho
Fri Jun 27, 2014 6:38 am
Forum: Resolved Problems and Bugs
Topic: [0.10.1?][cube] new Biter/Nest next to my items
Replies: 8
Views: 5471

Re: [0.10.1?] new Biter/Nest next to my items

From what I understand biters occasionally send out "colonizers" who build new nests in suitable places. Apparently some of them thought it's a good idea to get near your base :)
by hoho
Fri Jun 27, 2014 6:37 am
Forum: Gameplay Help
Topic: What to do about Biters Spawning
Replies: 11
Views: 5979

Re: What to do about Biters Spawning

You were supposed to have the solar plants at your remote mines, not in central base with power lines going all over the place :) And make every outpost huge because of the area needed for significant solar production? Never! :P Well, you could always just have many small outposts instead of few hu...
by hoho
Fri Jun 27, 2014 4:43 am
Forum: Gameplay Help
Topic: What to do about Biters Spawning
Replies: 11
Views: 5979

Re: What to do about Biters Spawning

You were supposed to have the solar plants at your remote mines, not in central base with power lines going all over the place :)
by hoho
Thu Jun 26, 2014 5:44 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Advanced Refinery Schematic
Replies: 14
Views: 13329

Re: Advanced Refinery Schematic

What sort of crude oil flow does this thing need per second? I usually have trouble feeding my single refinery from less than 3 oilfields that have dropped down to 0.1/s.

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