Search found 177 matches

by Molay
Wed Oct 15, 2014 8:33 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 190222

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

I've played a fair amount of time and I do love the mod. Here is one thing which I would like to suggest though, and I think this might be pretty cool if feasible: Adding some sort of "Biter bases on resources" bias which can be set in the config file. MAX value: would result in pretty muc...
by Molay
Wed Oct 15, 2014 8:20 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 77486

Re: [MOD 0.10.2] Automatic Rail Laying Machine

Thanks everyone for your help and tips and tricks, and explaining what a diff is^^ I'm not very literate when it comes to unix systems. I've been using the rail layer a good amount of time now, placing some 3000 or so rails total. With your tips of not starting diagonal and such I seem to have avoid...
by Molay
Tue Oct 14, 2014 5:47 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 77486

Re: [MOD 0.10.2] Automatic Rail Laying Machine

Thanks for the tips! As to what Ssilk posted, I'm not sure how to use a "diff", so I'll be probably using the regular version for now. If it really doesn't work out at all, I suppose I'll need to do some research on what a diff might be^^ Or just go back to manual rail laying, which I gues...
by Molay
Tue Oct 14, 2014 5:42 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 190222

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Glad my wild guess could be of help :) And thanks for pointing me at some mods. Fat man I skipped over every time I saw it, I guess the name being what it is I couldn't picture what it could possibly be doing. After having a look at it, I have to say it is pretty cool and will certainly find it's us...
by Molay
Tue Oct 14, 2014 5:56 am
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 77486

Re: [MOD 0.10.2] Automatic Rail Laying Machine

Just concerning this one point Ssilk: "- a better motor should be nice. I had trains with 6 wagons and it begins to get very slow, and not so fun." Can you not add one or more normal locomotives behind the setup, to help with speed? And more generally, how much could you suggest this mod i...
by Molay
Tue Oct 14, 2014 3:13 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 190222

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Doesn't roadworks introduce a new type of ore? Just a wild guess, but might this a possible cause for a crash on chunk generation if the ore is no longer present due to deactivating the mod? Edit: Got to play the mod for a good while now. Holy cow. This is seriously hardcore. I usually go all-out bi...
by Molay
Tue Oct 14, 2014 3:07 am
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 39763

Re: lay repeating underground pipes like power lines

I would like to lay pipe above ground side by side without making a connection between them like conveyors. If you want to connect them use the rotate key (R by default). While I don't personally have a problem with the way pipes work, making them behave more like transport belts is definitely an i...
by Molay
Tue Oct 14, 2014 2:01 am
Forum: Mods
Topic: [0.11.*+] Alien Science
Replies: 29
Views: 41685

Re: [0.9.*+] Alien Science

Interesting mod, will try it in my next game! I do wonder about something though. You say the recipe is: 6 x Science Pack 1 2 x Science Pack 2 1 x Science Pack 3 = 1 x Alien Science Pack (also: 1 x Alien Artifact for the other recipe) So, wouldn't it be _strictly_ better to make Alien Artifacts all ...
by Molay
Tue Oct 14, 2014 1:32 am
Forum: Mods
Topic: [MOD 0.10.x] Advanced Illumination - 0.2.0 [BETA]
Replies: 9
Views: 14209

Re: [MOD 0.10.x] Advanced Illumination - 0.2.0 [BETA]

This is an excellent mod. I really love those mods that add tiny things without turning the whole game upside down. Really looking forward to the solar power lights. I suppose they will store power in batteries during the day, making them sort of expensive to craft, yes? Really looking forward to th...
by Molay
Fri Jun 20, 2014 7:04 pm
Forum: News
Topic: Re: Friday Facts #39
Replies: 38
Views: 30758

Re: Friday Facts #39

Tenebrous wrote:
There could never be 1000000 items on belts in Unity I guess.
Well that sounds like a challenge!
Unity would crumble under the weight of 1000000 GameObjects for sure. Which is kinda sad really :(
by Molay
Fri May 16, 2014 3:24 am
Forum: Outdated/Not implemented
Topic: Assign Near/Far (or Left/Right) on Inserter ☸
Replies: 20
Views: 20144

Re: Assign Near/Far on Inserter

AndaleTheGreat wrote:I have watched and mine puts to farthest 4 to 8 times, then once on nearest.
I've never had that happen to me on a straight belt. Did that happen on a curved belt? How did you manage this?^^
by Molay
Wed May 07, 2014 8:47 pm
Forum: Mods
Topic: [MOD 0.9.x] More Inserters! v1.1
Replies: 13
Views: 16043

Re: [MOD 0.9.x] More Inserters! v1.1

Thanks MMaster! I didn't think about looking into DyTech does it. Brilliant!
Thanks again! :)
by Molay
Tue May 06, 2014 9:34 pm
Forum: Ideas and Suggestions
Topic: Dynamic Range and Cost for underground transport
Replies: 8
Views: 3640

Re: Dynamic Range and Cost for underground transport

Imagine that with underground belts, which are longer than now. No longer understandable. I suppose that, to the person who designed it, it will still be understandable with longer belts. Harder for other people, sure, but that's not too important most of the time. As to the idea itself, it could b...
by Molay
Tue May 06, 2014 5:39 pm
Forum: Implemented Suggestions
Topic: What about renaming Train Stations / Labs ?
Replies: 8
Views: 2832

Re: What about renaming Train Stations / Labs ?

As to finding out what a station is called, the names are displayed on the minimap too. Although sometimes impossible to read if too many stops are close one by another. As to renaming, I'd really appreciate if such a thing were possible. Or maybe less so renaming the station itself, than giving it ...
by Molay
Tue May 06, 2014 12:33 am
Forum: Mods
Topic: [MOD 0.9.x] More Inserters! v1.1
Replies: 13
Views: 16043

Re: [MOD 0.9.x] More Inserters! v1.1

Hello,

I get an error when launching the game with this mod.
Error message: "Error while loading prototype "inserter-fast-half-smart":No such node (insert_position).

I'm running the newest factorio version.

Any ideas what went wrong?

Thanks
by Molay
Mon May 05, 2014 11:56 pm
Forum: Gameplay Help
Topic: Only one way to used coal.
Replies: 8
Views: 3094

Re: Only one way to used coal.

Coal is also used in explosives I believe, so if you want to place a bazillion land mines around your base (use bots for this!) the coal might come in handy. But if you really have that much, just fire it all up in the boilers. If you really want to use tons of coal later for explosives and find you...
by Molay
Mon May 05, 2014 11:51 pm
Forum: Gameplay Help
Topic: cant advance in Mission
Replies: 3
Views: 1990

Re: cant advance in Mission

Another idea, do you have solar panels providing power? If solar panels provide all the power necessary (click on a pole to check), the boilers will not heat up (as there is no need for additional power). From the looks of it your inserters do have power, but no boiler is active. So you probably hav...
by Molay
Mon May 05, 2014 8:06 pm
Forum: Ideas and Suggestions
Topic: "How Trains Work" Help Screen
Replies: 1
Views: 1264

Re: "How Trains Work" Help Screen

I'd suggest to redesign it a little, as to force the player to use signals for it to work properly, so he can get acquainted with that. I had quite some issues understanding signals at first, I believe it would be good to introduce it in some way on this level!
by Molay
Mon May 05, 2014 8:05 pm
Forum: Ideas and Suggestions
Topic: multiple planets,bridges,vehicles and more recources
Replies: 2
Views: 2374

Re: multiple planets,bridges,vehicles and more recources

Bridges or boats would be nice. My starting lake has an island with a biter nest not connected to land so I cannot get to them. You can do a lategame Roboport with wall+laser turret push to get to that, possibly^^ I think the bots should collect the essence too, right? As to the topic, I really lik...
by Molay
Fri May 02, 2014 11:05 pm
Forum: Ideas and Suggestions
Topic: Implement deconstruction chests.
Replies: 9
Views: 2892

Re: Implement deconstruction chests.

Thanks for clarifying! With your obscene amount of posts I figured you had to be somehow involved, but I wasn't sure^^ I can better understand now the approach they are taking in development, which surely helps shift my expectations. You're interpretation of the post seems right, so I guess we'll wo...

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