Search found 33 matches
- Fri Apr 28, 2017 10:48 pm
- Forum: General discussion
- Topic: Steel vs Electric Furnaces?
- Replies: 11
- Views: 31827
Re: Steel vs Electric Furnaces?
Don't forget efficiency modules cut down the pollution too. That was really helpful on biter heavy map seeds if you wanted to slow how much you anger them early on with your pollution cloud or delay that next miner expansion just a bit before some key research finished (which with RSO required usual...
- Fri Apr 28, 2017 7:25 pm
- Forum: General discussion
- Topic: Steel vs Electric Furnaces?
- Replies: 11
- Views: 31827
Re: Steel vs Electric Furnaces?
Well you mentioned compactness - in that case modules are the way to go tho ;) Since I use production modules + speed beacons in the lategame i like to setup my factory early on for that and just switch out furnaces. I go for electric furnaces quickly and then try to get efficiency modules asap. Als...
- Fri Apr 28, 2017 7:00 pm
- Forum: General discussion
- Topic: Steel vs Electric Furnaces?
- Replies: 11
- Views: 31827
Re: Steel vs Electric Furnaces?
Assuming you use coal for producing energy the steel furnace would be more efficient as boilers only have a 50% efficiency ratio compared to using the coal directly e.g. in a furnace. However the big benefit of the electric furnace is the ability to use modules. With efficiency modules you get to lo...
- Fri Apr 28, 2017 6:23 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120105
Re: [MOD 0.12.12+] Research queue 1.2.6
Hey MrDoomah! First of great mod! Been using it all through 13 and 14 :) However when i installed it in 0.15 it conflicted with another mod, that sadly seemed to have been abandoned and which i have tried to maintain since 0.12. Now since i don't know much about modding and mostly stuck to updating ...
- Mon Aug 29, 2016 1:07 am
- Forum: Pending
- Topic: [Pending] Crash
- Replies: 3
- Views: 1359
Re: Crash
Have you modified the game files at all? The crash log isn't generating the stack trace properly (just giving addresses instead of named functions). Also how much RAM does your laptop have? Sorry for the late reply :) I have a Mid-2013 or Early-2014 MacBook Air 13" with max specs (upped proces...
- Mon Aug 22, 2016 2:21 pm
- Forum: Pending
- Topic: [Pending] Crash
- Replies: 3
- Views: 1359
[Pending] Crash
I crashed during the automated placement (holding down while moving) of big power poles while driving with a train from my main base to a new copper outpost. I usually get heavy fps slow down when trees are on my screen in normal gameplay (away from trees and biters factorio runs perfectly fine) whe...
- Mon Jul 25, 2016 9:17 pm
- Forum: Not a bug
- Topic: [0.13.10] Strange starting area map generation
- Replies: 9
- Views: 3968
Re: [0.13.10] Strange starting area map generation
The problem with this is that the chunk generation must be deterministic based solely on seed and coordinates. It must not depend on any already-generated chunks, which is what you are proposing -- breaking that requirement makes the generator non-deterministic, since the seed will have different r...
- Sun Jul 24, 2016 5:25 pm
- Forum: Not a bug
- Topic: [0.13.10] Strange starting area map generation
- Replies: 9
- Views: 3968
Re: [0.13.10] Strange starting area map generation
When doing so i noticed that strange or unnatural shapes are also generated outside of the starting area on maps that where generated pre 13.10 but explored after 13.10 compared to the same area pre 13.10 comparions pictures of pre and after 13.10 exploration http://imgur.com/a/bJyLC That's expecte...
- Sun Jul 24, 2016 12:06 am
- Forum: Not a bug
- Topic: [0.13.10] Strange starting area map generation
- Replies: 9
- Views: 3968
Re: [0.13.10] Strange starting area map generation
Maybe a bug after all tho? I often save good maps before i start building on them in case i want to start over later for wahtever reason or build a different factory but liked the layout of land. When doing so i noticed that strange or unnatural shapes are also generated outside of the starting area...
- Fri Jan 01, 2016 3:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Easy Belt Layer
- Replies: 14
- Views: 41564
Re: [MOD 0.12.x] Easy Belt Layer
Schmendrick wrote:I'm still alive, I swear (updated).
Yay! And happy new years!
- Wed Dec 30, 2015 8:50 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Easy Belt Layer
- Replies: 14
- Views: 41564
Re: [MOD 0.12.x] Easy Belt Layer
tleviathan wrote:Error
Factorio 0.12.16 17230 x64
__easybel__/control.lua:5: attempt to index global 'game' (a nil value)
I tried replacing game.on_ with script.on_ but no change. That's about all I can do i lua/factorio modding
any news on that by chance?
- Thu Dec 24, 2015 8:49 am
- Forum: Ideas and Suggestions
- Topic: Expansion Candidate Radar
- Replies: 21
- Views: 22186
Re: Expansion Candidate Radar
Yes, we did talk about nerfing victory poles just today. Hopefully we'll be able to get that in 0.13. If you plan to nerf it please give this some thought too: In my current game i got so fed up by the biter mechanics that i wanted to stop playing. Only using victory poling brought the fun back. No...
- Tue Dec 22, 2015 5:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 225827
Re: [MOD 0.12.x] Autofill
Here is the 1.3.10 Added loader.extendItemArray. Use to add items to exiting arrays. Added wildcard character * that can be used in set definitions. if entity name has * character(s) the name is convert to pattern. * are changed to .+ and - are changed to %- Added AmmoBox turrets and ammoboxes Adde...