Search found 164 matches

by Molay
Sat Feb 08, 2020 10:19 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 800379

Re: Development and Discussion

After we got arboretums, greenhouses just seemed too simple and overpowered in comparison; due to arboretums being added, I understood that they were meant to replace the simple greenhouses with a more involved process, as that's what Angel's does best lol. So yes, greenhouses are basically too powe...
by Molay
Sat Feb 08, 2020 7:50 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 800379

Re: Development and Discussion

I was wondering if that's a good place to ask this, as I'm not sure if Angel's or Bob's sets those recipes. Bob's adds an option for a tier 0 belt level. Part of tier 0 needs wood and stone (I think the underground?). Now without greenhouses from Bob's, there's no easy early wood; arboretums are a b...
by Molay
Fri Feb 07, 2020 12:21 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 800379

Re: Development and Discussion

I figured you'd be busy with other things, but I noticed you added a link to my post so I knew it didn't go unnoticed. I genuinely liked the idea so I thought I'd just drop my thoughts here, in case they might contain something interesting ;) I'm happy to see the regular progress on github now, thou...
by Molay
Wed Feb 05, 2020 8:54 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 800379

Re: Development and Discussion

Addendum: upon further thought, I see one problem. Meat is only used in farming and making biters. If the player doesn't do any of that, could result in large stockpiles or piles of bodies. Possible solutions: - corpses decay over time and disappear at some point. Unless I'm not seeing a clever way,...
by Molay
Tue Feb 04, 2020 5:24 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 800379

Re: Development and Discussion

Thanks for the update Santa! Interesting new ideas about the biter bodies. There could be lots of potential for it. I'll actually dive into it a little and perhaps you like some ideas. - biters sometimes leave behind harvestable corpse (some are just too shot up/burned/mutilated for use; 50% chance....
by Molay
Tue Feb 04, 2020 11:06 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 800379

Re: Development and Discussion

Is there a place to follow the current progress or read weekly updates or some such?
by Molay
Fri Jan 31, 2020 9:34 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20272

Re: Request: Max number of trains for stations

Huh, I never looked at TSM. I kept going for LTN ever since I discovered, which was not exactly working the way I want. LTN works like calling a taxi. It's a neat idea but approaches the problem in such a way that it's no longer looking like the current train system. It also has the obligatory overh...
by Molay
Thu Jan 30, 2020 4:50 pm
Forum: General discussion
Topic: Where do you see the End Game
Replies: 23
Views: 4901

Re: Where do you see the End Game

The real goal of Factorio, is to educate all the stupid humans that polluting the planet they live on has serious repercussions. Excuse me? The only viable lessons are that trees are a plague requiring to be cut for usable land, and that pollution is a necessary evil to get a spaceship built in tim...
by Molay
Thu Jan 30, 2020 4:29 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20272

Re: Request: Max number of trains for stations

Thanks for the update boskid. The GUI would be quite functional like that already. There's something to be said about having a little slider, but requiring to use the CN and sending a signal may also help conveying the message to new players that this may be an advanced feature. It also nicely prese...
by Molay
Thu Jan 30, 2020 12:53 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20272

Re: Request: Max number of trains for stations

Here comes back the weird situation when the 2 trains are on their way to a different outpost, named the same, one of them closing before the train reaches it for any reason the train has to repath. It would create the new error Destinations full " ? , or it should have a behavior that is uncl...
by Molay
Thu Jan 30, 2020 10:56 am
Forum: Angels Mods
Topic: Will there be a 0.18 update?
Replies: 5
Views: 1961

Re: Will there be a 0.18 update?

There will be. More info in the "development and discussion thread". Last 2 pages. No ETA yet. But it's being worked on.
by Molay
Wed Jan 29, 2020 9:18 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20272

Re: Request: Max number of trains for stations

Let me lay out a typical sceneria where it's used: 4 provider stations and 1 requester station. Each provider station sets maxTrain to 2. There's a bit of rail in front of each provider station for the second train to sit and wait. Put 8 trains on the network. Each provider station accepts it's trai...
by Molay
Tue Jan 28, 2020 7:20 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20272

Re: Request: Max number of trains for stations

This is just another entry in the eternal "take this challenging design puzzle I don't like solving out of the game" parade. The only argument made in favor of this change is "it makes the game easier". That's more fun for some, less fun for others. There's _lots_ of simple, fun...
by Molay
Tue Jan 28, 2020 7:07 pm
Forum: Modding help
Topic: Help: Activating burner leech via research
Replies: 25
Views: 1353

Re: Help: Activating burner leech via research

Just to be clear. As scenarios are severely limited an can not use things like data:extend, can I circumvent that by bundling my scenarios in an overlying mod, putting this code in a file within the mod, and then call it from control.lua in the scenario folder within the mod? There's a few bits in t...
by Molay
Tue Jan 28, 2020 12:43 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20272

Re: Request: Max number of trains for stations

That all sounds very promising, boskid! To me it seems that there are no inherent major problems with the maxTrains concept if I'm reading you correctly. Just as with our now well known and studied rail layouts that have proven to be effective, the maxTrain property seems to offer it's own interesti...
by Molay
Mon Jan 27, 2020 8:06 pm
Forum: Modding help
Topic: Help: Activating burner leech via research
Replies: 25
Views: 1353

Re: Help: Activating burner leech via research

Thank you so much darkfrei! I'm still in the process to getting accustomed to LUA and factorio modding and this has been most helpful. I really want a campaign so I'll have to learn a lot ;) lovely to have such a helpful community around!

Cheers guys
by Molay
Mon Jan 27, 2020 8:03 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 800379

Re: Development and Discussion

That is fantastic news! I believe I'm speaking for many more than myself when I say we're eagerly looking forward towards the update and the other work you guys are doing to keep this mod alive.

Best of luck to the four of you, and courage to Angel who's facing the challenges of fatherhood ;)

Cheers
by Molay
Mon Jan 27, 2020 7:30 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20272

Re: Request: Max number of trains for stations

Thank you IronCartographer. Yes I'm entirely at fault for making it more confusing than necessary by not formally coining terms for destination/origin stations and adhering to it. What you bring up, I realize, has been completely missing from the discussion: the motivation for the system. While it w...
by Molay
Mon Jan 27, 2020 6:38 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20272

Re: Request: Max number of trains for stations

1 to 1 train delivery. This is simplest rail setup. There is 1 train stop where items are loaded and 1 where items are unloaded. This setup does not benefit when using "trains_limit". It can be simply controlled by changing amount of trains with same schedule and adjusting train input buf...
by Molay
Mon Jan 27, 2020 3:40 pm
Forum: Modding help
Topic: Help: Activating burner leech via research
Replies: 25
Views: 1353

Re: Help: Activating burner leech via research

Yes it's a new functionality for an existing entity. I haven't had a chance yet to test it.

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