Search found 1067 matches
- 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.
- 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.
- 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...
- 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.
- 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...
- 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!
- 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.
Something I'll be keeping an eye out for in the next release. Can't say much about it until then.
- 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...
- 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...
- 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....
- 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.
Tends to be slower on average than this system could be, but it's deadlock-proof and slightly faster than a full roundabout.
- 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.
Best of luck in getting it fixed/replaced.
- 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.
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.
- 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.
- 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...
- 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,...
- 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.
- 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...
- 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
Also, congrats on finally getting a dedicated section.
Not like this mod was the first to integrate experience points or anything
- 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 ...