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by Deadlock989
Fri Jan 26, 2018 10:12 am
Forum: Won't implement
Topic: Logistics robot collect/drop off event
Replies: 18
Views: 4739

Re: Logistics robot collect/drop off event

When you understand how events actually work anyway. OK, we get it, you're clever. There wouldn't be "hundreds or thousands of events generated and checked several times every second" because even when you have a swarm of 10000 logistics bots, they don't all pick something up or drop some...
by Deadlock989
Fri Jan 26, 2018 8:43 am
Forum: Won't implement
Topic: Logistics robot collect/drop off event
Replies: 18
Views: 4739

Re: Logistics robot collect/drop off event

Oh well, it was worth asking.
by Deadlock989
Fri Jan 26, 2018 12:14 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 378017

Re: Friday Facts #225 - Bots versus belts (part 2)

What could be done to make logistics much more space consuming and a hassle to fit in is to make the logistics chests 2x2 items. I mean it makes sense to put the landing pad somewhere. Maybe make iron/steel chests also 2x2 items to keep it consistent. They indeed do offer a lot of storage space. Ye...
by Deadlock989
Thu Jan 25, 2018 10:24 pm
Forum: Won't implement
Topic: Logistics robot collect/drop off event
Replies: 18
Views: 4739

Re: Logistics robot collect/drop off event

Not really on topic
by Deadlock989
Thu Jan 25, 2018 3:56 pm
Forum: Won't implement
Topic: Logistics robot collect/drop off event
Replies: 18
Views: 4739

Re: Logistics robot collect/drop off event

Could be logistic chest, could be a normal chest. The important part is that the event gets bound to a specific chest and only triggers when that chest has activity. No need to get an event for every bot that picks something up or drops something off just so you can filter if it actually interacted...
by Deadlock989
Thu Jan 25, 2018 1:51 pm
Forum: Won't implement
Topic: Logistics robot collect/drop off event
Replies: 18
Views: 4739

Re: Logistics robot collect/drop off event

You mean just logistics chests? I don't see the benefit, and you'd have to filter out whether it was a player or a robot or an inserter etc. doing the depositing. Personally I only care about the robots.
by Deadlock989
Thu Jan 25, 2018 12:28 pm
Forum: Won't implement
Topic: Logistics robot collect/drop off event
Replies: 18
Views: 4739

Re: Logistics robot collect/drop off event

I suppose. I have no idea what the runtime burden for an event that no mod actually uses is. The scenario I have in mind would be inhibiting mass logistics bot use, so it wouldn't matter, as long as it didn't adversely affect vanilla players. I don't build mega-bot bases myself but I do use construc...
by Deadlock989
Thu Jan 25, 2018 10:03 am
Forum: Won't implement
Topic: Logistics robot collect/drop off event
Replies: 18
Views: 4739

Logistics robot collect/drop off event

Could we have an event similar to on_picked_up_item, but for robots instead of players? Like on_robot_mined but when it interacts with logistics chests. I want to do things to bots when they pick up certain items. Bad things. Alternatively, and this may be harder, can we have a way of marking items ...
by Deadlock989
Wed Jan 24, 2018 3:06 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 54995

[MOD 0.17] Deadlock's Crating Machine

https://i.imgur.com/SikiYWB.mp4 Mod portal link https://mods.factorio.com/mod/DeadlockCrating Description Deadlock Technologies are pleased to provide you with schematics for heavy-duty Crating Machines, with three tiers of research required to fully utilise them. You may now pack ores, plates and ...
by Deadlock989
Wed Jan 24, 2018 10:44 am
Forum: Modding help
Topic: resting_consumption_ratio
Replies: 4
Views: 1193

Re: resting_consumption_ratio

Thanks, that's what I wanted. It's entirely missing from the docs. So what's resting_consumption_ratio?
by Deadlock989
Wed Jan 24, 2018 5:49 am
Forum: Modding help
Topic: resting_consumption_ratio
Replies: 4
Views: 1193

resting_consumption_ratio

Having difficulty getting this to work. The documentation is worded strangely but I'm pretty sure it's saying that this is the ratio of power used even when the machine is idle. Is that right? I'm defining it like this: machine.energy_source = { emissions = 0.01, type = "electric", usage_p...
by Deadlock989
Tue Jan 23, 2018 9:44 am
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 42022

Re: Friday Facts #226 - New mod portal & other news

Splitter filters/priority: best thing ever. A real game-changer. More of this sort of thing
by Deadlock989
Tue Jan 23, 2018 8:19 am
Forum: Mods
Topic: [MOD 0.13.0+] Wireless Signals 0.1.2
Replies: 32
Views: 28595

Re: [MOD 0.13.0+] Wireless Signals 0.1.2

In my case it's balanced the mod right out the window. Say I have a coal outpost and a copper outpost. I want them to signal that they have ore to collect. But I can't use the coal or copper signals. So I use, uh, C for coal, and, uh, K for copper. So I need to remember that K is copper. At every re...
by Deadlock989
Tue Jan 23, 2018 7:36 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 378017

Re: Friday Facts #225 - Bots versus belts (part 2)

GasBandit wrote:99 hour player here, created forum account just to say that the nerf to bots (moving requester chests into a much higher research tier) has basically ruined my enjoyment of the game. I hope somebody makes a mod to put it back how it used to be.
There are like six of them.
by Deadlock989
Mon Jan 22, 2018 4:53 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 378017

Re: Friday Facts #225 - Bots versus belts (part 2)

I'm playing about with the Universal Paletting mod and I have to say it's really nice. Yes, it makes belts more powerful by a factor of up to 100x. But it's not a trivial exercise to set up the logistics of returning empty palettes and so forth, and not "boring" either as suggested by the ...
by Deadlock989
Mon Jan 22, 2018 11:20 am
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43770

Re: [MOD 0.14] Text Plates

Odd thing when laying ghost letters to be built by bots - the letters are offset by one. So HELLO becomes IFMMP or something.
by Deadlock989
Mon Jan 22, 2018 11:17 am
Forum: Mods
Topic: [MOD 0.13.0+] Wireless Signals 0.1.2
Replies: 32
Views: 28595

Re: [MOD 0.13.0+] Wireless Signals 0.1.2

Very nice mod, but can I ask, what is the reason for the alphanumeric/colours only? It really limits what I'd like to be doing. Also, other mods which add new colours (e.g. Dectorio) aren't picked up because there's no way for your mod to know that new signal "violet" is a colour. One othe...
by Deadlock989
Sun Jan 21, 2018 7:44 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43770

Re: [MOD 0.14] Text Plates

My favourite mod. So simple and yet so much pleasure.
by Deadlock989
Tue Jan 16, 2018 10:42 pm
Forum: Ideas and Suggestions
Topic: Autosave problems
Replies: 4
Views: 1790

Re: Autosave problems

Fair enough. I guess it doesn't sync in background while your're playing? Yes, it does. But when I'm at home I don't have my laptop on. To sync it *down* to my laptop I would have to turn it on and connect. That is an extra piece of work which I don't always have time for, and getting back to the o...
by Deadlock989
Tue Jan 16, 2018 5:43 pm
Forum: Ideas and Suggestions
Topic: Autosave problems
Replies: 4
Views: 1790

Re: Autosave problems

Also you say you're syncing from your PC to your Laptop. Why are you not using local (wireless) lan for that? Is that a bug in steam sync too? No, I just don't always have time or want to make the time to do that before I leave home. I want it automated. It is Factorio. Btw config.ini does have a s...

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