Search found 36 matches

by quadrapod
Sun Jan 26, 2014 1:13 pm
Forum: Balancing
Topic: is effectivity module op?
Replies: 39
Views: 31079

Re: is effectivity module op?

I actually like the modules. Though I do think the current implementation is a tad 'dicky'. But I don't really know a better way to implement it to make it less dicky. I love the ability to reduce my energy requirements or speed or give bonus production. I like to think of it as "reconfiguring...
by quadrapod
Fri Jan 24, 2014 10:58 pm
Forum: Modding help
Topic: Solved: Disabling/modifiying recipes
Replies: 2
Views: 1883

Re: Disabling/modifiying recipes

That should work. The problem might be if you are loading a previously started game rather than starting a new one, in that case you have to tell Factorio to reload the recipes (either using the in-game console or a control.lua or a migration) with game.player.force.resetrecipes() --reloads all rec...
by quadrapod
Fri Jan 24, 2014 10:24 pm
Forum: General discussion
Topic: Factorio IRC
Replies: 2
Views: 1960

Re: Factorio IRC

Awesome, thanks.
by quadrapod
Fri Jan 24, 2014 10:16 pm
Forum: Modding help
Topic: Solved: Disabling/modifiying recipes
Replies: 2
Views: 1883

Solved: Disabling/modifiying recipes

How can I go about disabling or changing recipes.

For example when I try and use something like.

Code: Select all

data.raw.recipe["piercing-shotgun-shell"].ingredients =
    {
      {"copper-plate", 10},
      {"steel-plate", 5},
      {"coal", 4}
    }
I see no change.
by quadrapod
Fri Jan 24, 2014 9:56 pm
Forum: General discussion
Topic: Factorio IRC
Replies: 2
Views: 1960

Factorio IRC

Is there a Factorio IRC any where?
by quadrapod
Fri Jan 24, 2014 9:53 pm
Forum: Outdated/Not implemented
Topic: Rail signals
Replies: 5
Views: 3320

Re: Rail signals

Please do not edit out your questions. Answers are great but they are sometimes useless without questions and others could learn from the question and how it is being answered. Rather put [Solved] in the subject. I agree with you, but this is a suggestions sub-forum, not a questions sub-forum. My s...
by quadrapod
Fri Jan 24, 2014 5:39 pm
Forum: Ideas and Suggestions
Topic: My thought on the oil industry
Replies: 43
Views: 22830

Re: My thought on the oil industry

I like the idea of not completely draining the resource at one point but rather slowly decreasing the production (and maybe stopping the decrease and holding the production steady at some low value). Something to keep in mind for the future releases. Though this might inhibit the need for exploring...
by quadrapod
Fri Jan 24, 2014 2:20 pm
Forum: Ideas and Suggestions
Topic: Build site preparation.
Replies: 1
Views: 1339

Build site preparation.

Right now everything you make is just kind of plopped onto the ground. I think it might be interesting if ground preparation was a part of the game. Of course basic things wouldn't require it but say to put down a large storage tank for fluid, or a large centrifuge you'd have to excavate an area. If...
by quadrapod
Fri Jan 24, 2014 1:26 pm
Forum: Ideas and Suggestions
Topic: My thought on the oil industry
Replies: 43
Views: 22830

Re: My thought on the oil industry

It's not a full release yet... No offense but I'd hate to see the developers restrain themselves feature-wise just so they don't upset your world or development. Part of what you have to accept when playing an alpha is that it's going to change, and you might lose everything. Yes but part of the al...
by quadrapod
Fri Jan 24, 2014 1:03 pm
Forum: Ideas and Suggestions
Topic: My thought on the oil industry
Replies: 43
Views: 22830

Re: My thought on the oil industry

Would you consider making oil work like vespene gas in starcraft I (Fast extraction for a set quantity of oil, then once that's gone the pumpjack still outputs oil but at a much slower rate)? I wanted to make this suggestion myself, I really would hate to complete rebuild all my pipework just becau...
by quadrapod
Fri Jan 24, 2014 12:17 pm
Forum: Ideas and Suggestions
Topic: My thought on the oil industry
Replies: 43
Views: 22830

Re: My thought on the oil industry

Oil is just another resource (so yes it will be finite) Never been a fan of this; resources for construction should be finite because they never really go away; what you build with them stays around in another form, but its never lost; or it's used to achieve something, like destroying a biter town...
by quadrapod
Fri Jan 24, 2014 2:35 am
Forum: Balancing
Topic: is effectivity module op?
Replies: 39
Views: 31079

Re: is effectivity module op?

I don't use production modules simply because the whole concept feels too gamey to me. I do however use efficiency modules constantly as a way to reduce my overall pollution levels. Right now with the game existing as it does it's probably best to set your own limitations, since there are bound to ...
by quadrapod
Thu Jan 23, 2014 11:12 pm
Forum: General discussion
Topic: "Hand Made"
Replies: 13
Views: 7584

Re: "Hand Made"

ficolas wrote:Whats the wood for? I guess you are running all electric machines (labs) in just one engine and one pole?
Yep, 2 poles. you get 2 for 1 wood.
by quadrapod
Thu Jan 23, 2014 7:43 pm
Forum: Show your Creations
Topic: 3 bit adder
Replies: 6
Views: 11662

Re: 3 bit adder

That bug is "Inserters picking things up when unpowered" ? Also, what do you think would be a best small change to make logic stuff in factorio easier? Yeah that's the bug, and I only found it because I was making things like this. As for small changes, being able to disable parts of the ...
by quadrapod
Thu Jan 23, 2014 5:20 pm
Forum: Show your Creations
Topic: 3 bit adder
Replies: 6
Views: 11662

Re: 3 bit adder

My factorio logic is a bit rusty/non-existent. Can you explain how it works? Also, which of the in- and outputs are the least and most significant bit? I assume most to least significant are still left to right? Cool work! I was thinking of doing some logic stuff myself, but I feel a bit intimidate...
by quadrapod
Thu Jan 23, 2014 4:19 pm
Forum: Show your Creations
Topic: 3 bit adder
Replies: 6
Views: 11662

Re: 3 bit adder

cube wrote:Wow, yesterday i was thinking about making a challenge here on the forums for it.
Image

Anyway, you are the winner :-)

I do like being the winner. Is there a prize. :P
by quadrapod
Thu Jan 23, 2014 3:10 pm
Forum: General discussion
Topic: "Hand Made"
Replies: 13
Views: 7584

Re: "Hand Made"

Gammro wrote:Wow, that's quite a lot of raw materials. You should've put the 1 wood at the end for comedic effect though :P

There you go.
by quadrapod
Thu Jan 23, 2014 2:46 pm
Forum: General discussion
Topic: "Hand Made"
Replies: 13
Views: 7584

Re: "Hand Made"

Random thought... Given default difficuly settings for everything (ore size, etc) in freeplay. Do you think it possible to complete the game only crafting items "by hand"? I.e. no assembling machines (things like furances and power generation devices will still be required.) I know it wil...
by quadrapod
Thu Jan 23, 2014 12:14 pm
Forum: News
Topic: Friday Facts #17
Replies: 15
Views: 23519

Re: Friday Facts #17

There is an error in your hyperlink there when you say "one of the past friday facts". It links to http://localhost:5100/blog/post/fff-12 when it should link to http://www.factorio.com/blog/post/fff-12
by quadrapod
Thu Jan 23, 2014 12:01 pm
Forum: Balancing
Topic: is effectivity module op?
Replies: 39
Views: 31079

Re: is effectivity module op?

I don't use production modules simply because the whole concept feels too gamey to me. I do however use efficiency modules constantly as a way to reduce my overall pollution levels. Right now with the game existing as it does it's probably best to set your own limitations, since there are bound to ...

Go to advanced search