Search found 606 matches
- Mon Sep 27, 2021 4:14 pm
- Forum: Gameplay Help
- Topic: Making fluid wagons work on a curved rail
- Replies: 15
- Views: 2729
Re: Making fluid wagons work on a curved rail
ok, so 10 second change in C:\Program Files\Factorio\data\base\prototypes\entity\entities.lua fluid_wagon_connector_alignment_tolerance = 1.0, (was some fraction before) And seriously, in alt mode you can't even see the graphic! I mean, geez guys can't believe I wasted silly amounts of time on this.
- Mon Sep 27, 2021 3:53 pm
- Forum: Gameplay Help
- Topic: Making fluid wagons work on a curved rail
- Replies: 15
- Views: 2729
Re: Making fluid wagons work on a curved rail
Yeah, I saw that, but it's not listed in Factorio mods for installing.
If I just have to edit a text file, that sounds pretty trivial. However, if it is some sort of binary edit, than yes a mod would be easier though likely not easier than just moving all the fluids to a vertical rail.
If I just have to edit a text file, that sounds pretty trivial. However, if it is some sort of binary edit, than yes a mod would be easier though likely not easier than just moving all the fluids to a vertical rail.
- Mon Sep 27, 2021 2:37 pm
- Forum: Gameplay Help
- Topic: Making fluid wagons work on a curved rail
- Replies: 15
- Views: 2729
Re: Making fluid wagons work on a curved rail
That would require more effort than simply re-arranging the rails. Is it possible to simply change a file or execute a lua command?
- Mon Sep 27, 2021 1:44 pm
- Forum: Gameplay Help
- Topic: Making fluid wagons work on a curved rail
- Replies: 15
- Views: 2729
Making fluid wagons work on a curved rail
Hi folks, I see from the bug reports that fluid wagons and pumps aren't supported when part of the train sequences (not the fluid wagon themselves, of course) are on a curved rail. I've had hit or miss success with this and it worked the first time but not the second time. When using long trains not...
- Sat Sep 25, 2021 5:44 am
- Forum: General discussion
- Topic: Theoretical speedrun
- Replies: 6
- Views: 1848
Re: Theoretical speedrun
I just had a thought while reading another thread. You mentioned and unlimited inventory. Now that's cheating. But maybe we can sort of get an unlimited inventory without cheating. Yeah, the idea isn't so much cheating or not cheating, but rather to see if there are missing ideas that could be used...
- Mon Sep 13, 2021 10:06 am
- Forum: General discussion
- Topic: Theoretical speedrun
- Replies: 6
- Views: 1848
Re: Theoretical speedrun
Well, the spirit of the idea is to see if there are any ideas missing from standard speedruns, and picking up and putting in chests doesn't really speak to that I think. But, yeah, that TAS run I linked to, they do exactly that. It's so fast, it almost seems like they hacked factorio or something. B...
- Sun Sep 12, 2021 4:37 pm
- Forum: General discussion
- Topic: Theoretical speedrun
- Replies: 6
- Views: 1848
Theoretical speedrun
I'm always interested in how fast it'd be possible to complete a run in factorio, at least theoretically. The biggest friction right now in runs are operator actions per minute(APM). Someone posted a computer enhanced run, it was about 1 hour and 21 minutes (https://www.youtube.com/watch?v=qYIplmAQc...
- Fri Jul 23, 2021 1:06 am
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 44
- Views: 13885
Re: Game optimization and playability
Really, the problem isn't so much optimization, but rather de-optimization. Factorio has to be careful about building features which encourage too much at scale building, because it just leads to dissatisfaction seen in this thread.
map mode was awesome, but now of course, we want to use it.
map mode was awesome, but now of course, we want to use it.
- Thu Jul 22, 2021 10:19 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 26891
Re: What are the most impractical items in Factorio?
yeah, so obviously this is all very playstyle dependent. using map mode and landmines extensively changes things up a bit, I think. some comments: speakers, I need them to monitor power in long running games. i also use them when testing new designs that may suffer from starvation. i get so many ale...
- Wed Jul 14, 2021 12:20 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 26891
What are the most impractical items in Factorio?
I was trying to think of what I rarely, if ever use: Water barrels, can't think of a use for them, tbh. Shotguns, Artillery Cannon / Tank Cannon, Tanks in general. Lots of fun, but I never need them. Easier, safer ways to take out spawners. Refined hazard concrete. Mostly because I do everything in ...
- Fri Jul 02, 2021 9:15 pm
- Forum: General discussion
- Topic: Just a thought: the "iron-gear-wheel" is not an iron gear wheel.
- Replies: 3
- Views: 1643
Re: Just a thought: the "iron-gear-wheel" is not an iron gear wheel.
The engine always bugs me the most. It looks like a smiling robot duck with its hair slicked back.
The nuclear category has some of my favorite in game art. The glow in the dark thing - nice touch.
The nuclear category has some of my favorite in game art. The glow in the dark thing - nice touch.
- Thu Jul 01, 2021 6:08 am
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 9362
Re: We need more control over bots
Yes, +1 on OP suggestion.
It's the perfect winning move to end the Bots vs Belts Wars. It'll be a glorious victory.
- Thu Jul 01, 2021 6:03 am
- Forum: General discussion
- Topic: DeathWorld SpeedRun
- Replies: 23
- Views: 6234
Re: DeathWorld SpeedRun
Yeah, marathon is definitely harder.
98 hours is fine. It's supposed to be fun, why rush it?
The one tricky thing about going slow is your evolution starts to creep up on time, so you have to deal with the bigger aliens.
Green modules and solar help a lot to keep the biters from hassling you.
98 hours is fine. It's supposed to be fun, why rush it?
The one tricky thing about going slow is your evolution starts to creep up on time, so you have to deal with the bigger aliens.
Green modules and solar help a lot to keep the biters from hassling you.
- Thu Jul 01, 2021 5:29 am
- Forum: General discussion
- Topic: Hardcore Vanilla
- Replies: 5
- Views: 2045
Re: Hardcore Vanilla
The problem with mods is that they encourage developers to leave gaps in their implementation "oh, someone will make a mod" Fortunately, the factorio dev were pretty good at not falling into that trap. So good, that most of the mods don't seem necessary :) I've tried a bunch of mods, but I...
- Tue Jun 29, 2021 12:45 pm
- Forum: General discussion
- Topic: DeathWorld SpeedRun
- Replies: 23
- Views: 6234
Re: DeathWorld SpeedRun
Behemoth spitters would likely differ on that one, I suspect. Going into /editor and pasting the various mobs in different configurations is rather illuminating.
- Tue Jun 29, 2021 3:51 am
- Forum: General discussion
- Topic: DeathWorld SpeedRun
- Replies: 23
- Views: 6234
Re: DeathWorld SpeedRun
Very cool. I agree, once you get artillery things sort of normalize - just bigger numbers. I kinda stopped around here: https://forums.factorio.com/viewtopic.php?p=538064#p538064 I was launching 1 rocket around every 5 minutes or so and my computer was starting to slow down. It also gets too easy th...
- Mon Jun 28, 2021 6:51 am
- Forum: General discussion
- Topic: DeathWorld SpeedRun
- Replies: 23
- Views: 6234
Re: DeathWorld SpeedRun
Yeah, that's also why I shared mine. Yeah, I actually tried your seed for a bit but all those trees makes things a bit too easy, to be honest. Try a desert map with biter spawners around 40m away or so. Have you launched a rocket with DW Marathon yet? That's pretty hard and fun too. Another interes...
- Sun Jun 27, 2021 10:05 am
- Forum: General discussion
- Topic: DeathWorld SpeedRun
- Replies: 23
- Views: 6234
Re: DeathWorld SpeedRun
They are good runs for sure, but to be honest, my standard / non DW maps frequently have a worse starting position than those runs.
It's a tricky problem. I think community agreed upon seeds would be more suitable for something like this.
It's a tricky problem. I think community agreed upon seeds would be more suitable for something like this.
- Sun Jun 27, 2021 6:56 am
- Forum: General discussion
- Topic: DeathWorld SpeedRun
- Replies: 23
- Views: 6234
Re: DeathWorld SpeedRun
I tried this out. Gotlap is actually very trivial on DW. The trick isn't so much the achievement, but rather getting a better time than just the 90m. You need about ~2300 iron and ~800 copper for science and overhead. If you run just 4 drills, 3 for iron and 1 for copper, you'll get 1.5 iron per sec...
- Sun Jun 27, 2021 2:48 am
- Forum: General discussion
- Topic: DeathWorld SpeedRun
- Replies: 23
- Views: 6234
Re: DeathWorld SpeedRun
I find selecting maps via preview very much cheezing it, personally, though I get the desire. I really detest maps where the original 4 patches are spread out as I find running back and forth the absolute opposite of fun. Small patches are fine, but spread out.. that's a serious programming flaw, IM...