Search found 33 matches

by Rahbek
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...
by Rahbek
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...
by Rahbek
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...
by Rahbek
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 ...
by Rahbek
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...
by Rahbek
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...
by Rahbek
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...
by Rahbek
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...
by Rahbek
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...
by Rahbek
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!
by Rahbek
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
Capture.JPG
__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? :)
by Rahbek
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...
by Rahbek
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...

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