Search found 164 matches

by Molay
Mon Jan 27, 2020 2:26 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20444

Re: Request: Max number of trains for stations

To put at ease any fears of dropped functionality, let me rephrase and expand on how stations accept trains; essentially handling another state in my proposal by circuit logic: the current disabled station state. First the basic 2 states as by max train number: Where M is maxTrainsPerStation (M bein...
by Molay
Mon Jan 27, 2020 2:08 pm
Forum: Modding help
Topic: Help: Activating burner leech via research
Replies: 25
Views: 1365

Re: Help: Activating burner leech via research

It's that easy? Thank you!
by Molay
Mon Jan 27, 2020 11:30 am
Forum: Modding help
Topic: Help: Activating burner leech via research
Replies: 25
Views: 1365

Help: Activating burner leech via research

I'm working on a set of scenarios and would like to enable the burner leech [mod] functionality during the playthrough with a research (to make players aware of it in an organic way). How would I go about disabling it when loaded and activating it after a certain research?
by Molay
Mon Jan 27, 2020 9:24 am
Forum: Resource Spawner Overhaul
Topic: 0.18
Replies: 6
Views: 2020

Re: 0.18

I'd like to thank you for your continued support. This is one of the great mods of factorio, one of the essentials to go along with other mods.

Thank you ;)
by Molay
Mon Jan 27, 2020 9:20 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 803740

Re: Development and Discussion

Thanks kingarthur! The lack of information while things are not yet decided is understandable. I'm happy to hear there's talk going on behind the scenes, and that the mods future development is indeed a certainty just needing some final coordination. Thank you. Please keep us in the loop when things...
by Molay
Mon Jan 27, 2020 9:12 am
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 31862

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

I've created a thread about the max train discussion in general discussions. I'd appreciate if we took the conversation there and would be eager to hear from boskid as well. Cheers
by Molay
Mon Jan 27, 2020 9:08 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20444

Request: Max number of trains for stations

Hey, We've broached a topic of max number of trains. Boskid, I'd like to hear about the complications with the system if you find the time. For reference, my most recent post in the FFF about it (admittedly not the correct place to discuss it;) ) I think you're overthinking it. Each station would ge...
by Molay
Sun Jan 26, 2020 3:11 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 31862

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

I think you're overthinking it. Each station would get a new field #maxNumberOfTrains and #TrainsCurrentlyIncoming The player sets maxNumberOfTrains it to some amount. Say 1. TrainsCurrentlyIncoming is a hidden field used by the game to track how many trains are incoming to this station. If there ar...
by Molay
Sun Jan 26, 2020 2:58 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 803740

Re: Development and Discussion

Are you sure the mod is in the process of being updated? I think Angel is now living the fatherly life of lack-of-sleep and lack-of-time, and I'm really not sure who is now in charge. There's mentions here and there of people having access to the mod, but I've yet to see any changes or improvements ...
by Molay
Sun Jan 26, 2020 10:06 am
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 31862

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

+1 for adding a "max trains at this station: X" field. Would make life so much easier.
by Molay
Fri Jan 24, 2020 3:06 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 31862

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

I'm really bummed out to see the campaign cancelled. While freeplay may always be the main mode, campaign promises to be a new experience. In particular for veterans with thousands of hours, a fresh new mode seems like a great change of pace to the well known, long mastered freeplay mode. I was REAL...
by Molay
Sun Jan 19, 2020 9:04 am
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 17294

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Minor point: I'd deem map editor one of the least used aspects. I'd certainly put it below mods. Though it really doesn't matter much. Sensible changes overall. The current menu is quite unwieldy.
by Molay
Tue Jan 14, 2020 9:30 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 803740

Re: Development and Discussion

Kingarthur any chance you can make angel compatible with the new uranium-like ore Bob introduced? I.e. preventing it from spawning, allowing it to be refined in some way from the basic saphirite/rubyte/etc... ores? It sticks out like a sore thumb sadly.
by Molay
Sat Dec 28, 2019 10:08 pm
Forum: General discussion
Topic: Edge of winnability settings
Replies: 6
Views: 1737

Re: Edge of winnability settings

Yes I don't like the artifact drops, an d plasma turrets didn't exist when I played it! Though imo the important part is turning RSO bitter generation OFF (so it uses default gen) and go with high density as in deathworld. It makes you very space constrained which, at least in my case, severely limi...
by Molay
Fri Dec 27, 2019 9:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 803740

Re: Development and Discussion

Are there any news on the future of the mod? Is someone else picking up the torch? Is angel still working on it (bio in particular)?
by Molay
Fri Dec 27, 2019 9:08 pm
Forum: General discussion
Topic: Edge of winnability settings
Replies: 6
Views: 1737

Re: Edge of winnability settings

I did an AB deathworld with RSO, with 4x science cost and rampant (biters don6take the same path but find weaknesses, so you need full perimeterdefenses). This had me on the edge even after unlocking laser turrets, as energy kept being tight for about 30 hours. Expansion was extremely difficult, and...
by Molay
Thu Oct 17, 2019 4:58 am
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 9052

Re: Niggles and nitpicking - player preferences

I use slow inserters for slow things, and generally only upgrade belts as needed. My friend prefers using fast inserters and faster belts everywhere when possible. Since the assembler ingredient limit removal I also use Assembly Machine 1 in some places where it's fast enough. That's the case quite...
by Molay
Thu Aug 15, 2019 11:20 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 803740

Re: Development and Discussion

Sorry I haven't read everything, just the last 3 pages. My question is, is the mod currently in working, fairly balanced state? Or did thing happen between .16 and now that make it unworkable? Looking to start up a new game. Cheers
by Molay
Wed Jun 12, 2019 9:15 pm
Forum: Mods
Topic: [MOD 0.15-0.17] Research causes evolution
Replies: 6
Views: 1081

Re: [MOD 0.15-0.17] Research causes evolution

And I missed your reply! But starting a new campaign now, so time to use this mod ;)

Cheers
by Molay
Sun Mar 24, 2019 2:08 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 803740

Re: Development and Discussion

What I really want to discuss is that using one iron to make one saw to cut down one tree is just unrealistic. A saw is usually more durable than that and worst case you have to sharpen it. Why not make the tree cutting recipe return a saw with 80% probability? So every 5 trees you need a new saw o...

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