Search found 1067 matches

by n9103
Thu Jul 16, 2015 4:22 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 183165

Re: Resource Spawner Overhaul - Discussion thread

Personally I don't see the point in trying to support mid-game mod adding/removal.
by n9103
Thu Jul 16, 2015 4:18 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1040803

Re: Factorio Roadmap for 0.12 + 0.13

Read any of the last two blog posts.
by n9103
Wed Jul 08, 2015 3:44 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 183165

Re: Resource Spawner Overhaul - Discussion thread

Regarding your last point, yeaganer, take note that *any* change in the map generation process results in highly noticeable terrain and resource discontinuities. I would not be surprised in the least if any modification to RSO after map start resulted in that. The discontinuity isn't as big a proble...
by n9103
Wed Jul 08, 2015 3:24 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 286356

Re: [MOD 0.11.22] The Fat Controller. Remote train management

My initial guess would be a non-alphanumeric character throwing a wrench in a parse somewhere. Just happened to be in this long name.
by n9103
Sun Jul 05, 2015 1:03 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 70425

Re: [0.11.22] Automated Red Alert harvesters 0.1.0

Is there anyway to get the harvesters to ignore certain ores? I'm getting a crash when I run harvesters over ore deposits with Underground Mining enabled. add an entry to this section of harvester.lua -- No fluids. if game.entityprototypes[ore.name].resourcecategory == "basic-fluid" -- No...
by n9103
Sun Jun 28, 2015 6:56 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 183165

Re: Resource Spawner Overhaul - Discussion thread

Welp. You wanted ores to be rarer. Enjoy! :P
by n9103
Sun Jun 28, 2015 6:54 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 494
Views: 568718

Re: Let's see your clever builds

They talked about lightening the processing load with something like that, but I don't know how it'll actually work, or if they've even solidly committed to that approach.
Something I'll be keeping an eye out for in the next release. Can't say much about it until then.
by n9103
Sun Jun 28, 2015 2:16 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 494
Views: 568718

Re: Let's see your clever builds

When done properly this is guaranteed to result in the same number of items coming out of each output belt * , due to the deterministic way Factorio runs. *as long as there are no item collisions on belts. As pointed out earlier, it's theorized that corners won't matter with the next patch, but I h...
by n9103
Fri Jun 26, 2015 5:15 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 165656

Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

I'm also waiting. :P I guess I don't have recent experience (several months actually) to draw on to provide examples, but I definitely remember doing this at one point. :| Could be that I specifically turned onto a spur and made the spur of a specific length, so that it would always sync up compared...
by n9103
Fri Jun 26, 2015 4:52 pm
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 93061

Re: [0.11.6]Filtered Splitters - Huge stability boost!

False alert, it was equalizer chests that we used in conjunction with the splitters. Since removing EC, we've played over 20 hours with splitters and it works fine. However, when placing splitters onto existing items, one can get "control.lua:105: LuaEntity API call when LuaEntity was invalid....
by n9103
Fri Jun 26, 2015 4:46 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 494
Views: 568718

Re: Let's see your clever builds

Personally, I make all my T-junctions without inner signals, and outgoing signals at least a train's distance from the nearest junction.
Tends to be slower on average than this system could be, but it's deadlock-proof and slightly faster than a full roundabout.
by n9103
Thu Jun 25, 2015 5:28 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 201449

Re: Cursed Exp - Main

Now that is one messed up monitor and/or graphics card.
Best of luck in getting it fixed/replaced. :)
by n9103
Tue Jun 23, 2015 3:36 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 165656

Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

I'd say you shouldn't ever deconstruct it, and should just leave the FARL parked on a spur wherever you decide to stop expanding.
Means some possibly tedious reversing, but if it's never removed, it should always keep the same reference point, thus always laying the pattern at the same interval.
by n9103
Mon Jun 22, 2015 10:26 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 70425

Re: [0.11.22] Automated Red Alert harvesters 0.0.8

Smart inserters always activate when wired up without conditions. Vanilla feature.
by n9103
Tue Jun 16, 2015 10:15 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 494
Views: 568718

Re: Let's see your clever builds

On the topic of belts, here's something I came up with that I suppose there's a chance someone else might be interested in. While it is somewhat large and unwieldy due to the extra bits of track needed to cause side-loading, it is smaller than the first two versions I tried. The purpose is to accep...
by n9103
Sat Jun 13, 2015 12:31 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 183165

Re: Resource Spawner Overhaul - Discussion thread

From what I gather based on posts, that 1.3 is used as an exponential on the distance from start variable? Unless that distance is being measured in chunks or larger (regions I believe?) then you should stick to something at 1.01 or less. If it's a linear multiplier instead, then 1.1 should be fine,...
by n9103
Fri Jun 12, 2015 3:32 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 201449

Re: Cursed Exp - Main

There's a big jump in received damage between medium and big.
by n9103
Sun Jun 07, 2015 2:35 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 201449

Re: Cursed Exp - Main

I guess I'm a bit screwed then cause I'm usually keeping my pollution low. (to the point that I'm 23.5h into my current game -shadowmegamod pack - and I was attacked only 3 times) Yea, looking for full balance and functionality in a community modpack is rather pointless. A single author's pack is a...
by n9103
Sun Jun 07, 2015 4:46 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 201449

Re: Cursed Exp - Main

Any word on the "battery farming"? ;)

Also, congrats on finally getting a dedicated section. :)
Not like this mod was the first to integrate experience points or anything :roll:
by n9103
Sat Jun 06, 2015 12:30 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 70425

Re: [0.11.22] Automated Red Alert harvesters 0.0.2

It's an item that's used as a fuel (not a fuel item) to create buttloads of energy at low pollution rates. Can't make it a fuel item obviously, or you could use it in anything that takes fuel. If it spreads very slowly and maintains a very low maximum density (thinking single digits/tile), it might ...

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