Search found 200 matches

by Hexicube
Fri Mar 18, 2016 4:29 am
Forum: Balancing
Topic: Gun turrets working without eletricity
Replies: 44
Views: 5986

Re: Gun turrets working without eletricity

The thing is you need at least some way to defend your base even in case of power shortage. Laser will not work without current, but I think it's OK for gun turrets (I agree, not realistic, but acceptable gameplay wise). Perhaps they should have a decently large power storage and a small but consta...
by Hexicube
Fri Mar 18, 2016 3:44 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 80693

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

Obligatory shameless self-advertisement: https://forums.factorio.com/viewtopic.php?f=96&t=21742 Stops biters targeting rails, so you don't need stupid amounts of defences. Didn't include power poles, you can work around that by having localized power production...plus the poles look far more me...
by Hexicube
Fri Mar 18, 2016 2:24 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 122770

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.11

The decimal for evolution factor is displayed incorrectly when the 4dp option is enabled. Values such as "1.0215" show as "1.215".
by Hexicube
Fri Mar 18, 2016 1:57 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 80693

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

Obligatory shameless self-advertisement: https://forums.factorio.com/viewtopic.php?f=96&t=21742 Stops biters targeting rails, so you don't need stupid amounts of defences. Didn't include power poles, you can work around that by having localized power production...plus the poles look far more men...
by Hexicube
Fri Mar 18, 2016 1:23 am
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12.X] Biter-Friendly Rails
Replies: 36
Views: 14953

[0.12.X] Biter-Friendly Rails

Description: A simple mod that makes rails no longer considered to be built by a player, causing biters to completely ignore them. Intended to be used with RSO and Misanthrope , so that rail maintenance isn't a chore with the increased biter aggression. Biters will chase after trains that go past, ...
by Hexicube
Fri Mar 18, 2016 12:00 am
Forum: Ideas and Suggestions
Topic: Reducing the number of keys that are needed to play the game
Replies: 7
Views: 2235

Re: Reducing the number of keys that are needed to play the game

Steam Controller is designed to work with games requiring mouse (however it only has so much buttons). Why would someone want to play with controller? Because it's easier to sit in front of TV with controller than with keyboard and that kind of game is really nice to chill out on your sofa... You c...
by Hexicube
Thu Mar 17, 2016 4:34 pm
Forum: General discussion
Topic: ARM architecture
Replies: 30
Views: 32725

Re: ARM architecture

The pathing AI for example doesn't REALLY need an exacting game state, because the world doesn't change that much. The actors can happily yield their motion until they get a proper result, and the result of a very complex algorithm is a very simple set of instructions. Yes it does because it needs ...
by Hexicube
Thu Mar 17, 2016 3:14 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 3950

Re: Modding - Transport belt building blocks

1x1, constant polling of adjacent belt feeds to check for items. The issue is it takes from the belt the instant the item is on the belt, which looks odd. Can handle full blue belt throughput too. Ah OK, so you are treating the neighboring belts as if they were part of your entity, with all the pos...
by Hexicube
Thu Mar 17, 2016 3:01 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 134647

Re: Solar panels less of a no-brainer

As said earlier: don't make game more complicated early-mid just because you need some challenges that should come in late game. Actually, this issue happens around mid-game. I've never properly made it to end game yet (mostly because I enjoy the early parts more), and solar energy is both a blessi...
by Hexicube
Wed Mar 16, 2016 11:05 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 134647

Re: Solar panels less of a no-brainer

It seems especially stupid that this method offers EVERY advantage except cost over its alternative. I do think the main problem is accumulators (which are also wholly unrealistic) rather than the panels themselves, however. A base which needed solar (day) AND coal (night) would be a deeper outcome...
by Hexicube
Wed Mar 16, 2016 8:41 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 3950

Re: Modding - Transport belt building blocks

The first proposed use of a belt splitter (NS to EW) is actually possible, and I've actually made one that functions. Size 1x1, or full 2x2/3x3 with entirely separate, full input and output belts? Yes, it's possible with the latter size, and massive polling. 1x1, constant polling of adjacent belt f...
by Hexicube
Wed Mar 16, 2016 6:22 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 3950

Re: Modding - Transport belt building blocks

The first proposed use of a belt splitter (NS to EW) is actually possible, and I've actually made one that functions. The issue is that there's no way to check where on a belt piece an item is, and therefore no way to know that the item is at the end of the belt.
by Hexicube
Wed Mar 16, 2016 6:18 pm
Forum: Not a bug
Topic: [0.12.26] huge problems, owners energy in MP (PVP)
Replies: 10
Views: 2580

Re: [0.12.26] huge problems, owners energy in MP (PVP)

it's not a flaw, this is a co-op game, not a pvp game therefore it makes sense you can connect to the electricity networks of others, sure you have the right to complain but that doesn't mean it will get changed as pvp as of now has no place in this game It's a perfectly valid issue report, a place...
by Hexicube
Wed Mar 16, 2016 6:16 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 134647

Re: Solar panels less of a no-brainer

Mostly die hard addicts posting around here. Addicts who are most likely pushing the game to one extreme or an other with their play style. If anything, the longer players have more insight to see problems with mechanics, as they have more experience using said mechanics. A lot of people end up usi...
by Hexicube
Wed Mar 16, 2016 6:00 pm
Forum: Combinator Creations
Topic: Tetris... in Factorio?
Replies: 48
Views: 36494

Re: Tetris... in Factorio?

The circuits should be turing complete, so it's theoretically possible to make anything you want with the circuits (limited by space). Whether or not anyone on these forums has the brains and patience to make tetris work is another matter...
by Hexicube
Wed Mar 16, 2016 5:59 pm
Forum: General discussion
Topic: Illegal copies and youtube
Replies: 55
Views: 14337

Re: Illegal copies and youtube

1. Not all people who pirate a game would have bought it if they couldn't pirate it. (i wont buy most games without playing them first) 2. Some people who pirate games do later buy them. 3. Some people (with or without buying) will pirate a game to avoid annoying (and sometimes intrusive) DRM, espe...
by Hexicube
Wed Mar 16, 2016 5:39 pm
Forum: Balancing
Topic: Efficiency modules need a downside
Replies: 62
Views: 12916

Re: Efficiency modules need a downside

Also, if you want it to work in a way worth using, especially with the cost of modules vs the cost of a new factory, +consumption should be less than +speed, otherwise you might as well just build 2 factories. Bear in mind that means adding in the power cost of inserters, extra resources for infras...
by Hexicube
Mon Mar 14, 2016 5:54 pm
Forum: Mods
Topic: [MOD 0.16.x to 0.13.x] Tree Collision Box - easy passage
Replies: 29
Views: 34001

Re: Tree Collision Box - easy passage

np sr, if you want, please add a dependency to cursed to make my trees skinny too ;) "dependencies": ["base","? Cursed-Exp"] And nice mod. Thank you! I thought there might be a way to do that. Works perfectly. Cursed-Exp added. If you rename "data.lua" to &qu...
by Hexicube
Sat Mar 12, 2016 10:14 pm
Forum: Ideas and Suggestions
Topic: Car behavior: brake then reverse need two inputs
Replies: 6
Views: 1338

Re: Car behavior: brake then reverse need two inputs

I think that the game should react as it does now, but with the change that pressing the S key would only stop the car for two (or any other amount of) seconds, then it would react like pressing the button again, e.g. reversing. The same would be true when trying to drive forward. When pressing W a...
by Hexicube
Tue Mar 08, 2016 8:54 am
Forum: Balancing
Topic: Efficiency modules need a downside
Replies: 62
Views: 12916

Re: Efficiency modules need a downside

110% yield x Infinity = still infinity. I think you miss where the real power of productivity modules shine: 4 lv3 prod. modules in an assembler adds 40% yield to that step Two chained assemblers adds 96% to anything passed into the first Three chained assemblers adds 174.4% to first step Four chai...

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