Search found 1067 matches

by n9103
Fri Jun 05, 2015 1:52 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 70433

Re: [0.11.22] Automated Red Alert harvesters 0.0.1

Holy crap. This is exactly what that mod needed. :D What's the logic behind the harvester's points to harvest from? And how long, since they don't harvest to depletion? I would guess that when you said they ignore all entities, that they also don't queue up to unload, and several can unload at the s...
by n9103
Mon Jun 01, 2015 1:27 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 201495

Re: [MOD 0.11.20+] Cursed Exp - v0.3.5

For better or worse, no, it's not a bug.
L0 has decided to make talents regularly drop for the player without farming trees or mobs, or the already existing talent.
by n9103
Sat May 30, 2015 6:05 pm
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 83050

Re: Friday Facts #88 - Combinators

That's just a standard playthrough though. A good deal of the fun many people get from Factorio is in the long play games, where they build the largest/fastest/most efficient factory they can, and a good deal of this is long after they could have won. If none of that interests you, well, hope you ha...
by n9103
Sat May 30, 2015 3:28 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 494
Views: 568870

Re: Let's see your clever builds

Have you actually tested if your train junction works? Because for one the signals are to close together, not to mention having signals within a junction is already a bad idea. Two trains come and BOOM deadlock. I too was wondering of the actual throughput/effectiveness of this particular design, a...
by n9103
Sat May 30, 2015 11:59 am
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 83050

Re: Friday Facts #88 - Combinators

There's been a blueprint sharing/saving mod for many months now.
Dunno if it's currently updated, but it's what I keep hearing people complain that they want in-game.
by n9103
Fri May 29, 2015 7:57 pm
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 83050

Re: Friday Facts #88 - Combinators

Robert OP, nerf pls. :P
Looking damn cool.
Any bets on how long until turning-complete?
by n9103
Fri May 29, 2015 3:21 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 201495

Re: [MOD 0.11.20+] Cursed Exp - v0.3.2

Two steps forward, one step back.
Talent farming shouldn't be something you start before you even have defenses up. Else what's the point of cursed blood in the first place?
by n9103
Fri May 22, 2015 7:15 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 494
Views: 568870

Re: Let's see your clever builds

Leon wrote:wtf, do i see a train? :lol: :lol:
Stationary wagons are essentially low capacity long chests, if you want them to be.
It allows for the inserter stack bonus to apply when going between separated AMs, without trying to use a chain of chests.

Not my thing, but it's definitely clever. ;)
by n9103
Fri May 22, 2015 6:07 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 201495

Re: [MOD 0.11.20+] Cursed Exp - v0.2.7

L0771 wrote: Just probability
Pretty sure you meant the modern definition, not the classical one, but yea, that's more accurate for the use.
(All outcomes are equally probable, 1/"# of outcomes", with the classical definition.)
by n9103
Thu May 21, 2015 4:09 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 201495

Re: [MOD 0.11.20+] Cursed Exp - v0.2.7

Isn't divided because on the gui are showing percent, and on the code (for bonus) is a variant (i don't know if are right in english, but variant = percent / 100)
Pretty sure the word you're going for is decimal. ;)
by n9103
Wed May 20, 2015 1:58 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 494
Views: 568870

Re: Let's see your clever builds

Neat build there MadZuri.
Perhaps you could shift one of the Medium poles and stick in an underground belt and long inserter? Would make it non-square, but still easily blueprinted. Could be made to be paired up and fully condensed if you can offset it to one corner.
by n9103
Wed May 20, 2015 1:51 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 201495

Re: [MOD 0.11.20+] Cursed Exp - v0.2.7

If I'm under the correct impression : L0's not particularly interested in providing support to someone else's mod which is also a standalone mod (not intended to be compatible). Considering Hardcorio's mod maker himself has declared that it should not be distributed in a pack, and that it's not int...
by n9103
Wed May 20, 2015 1:50 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 183219

Re: [MOD 0.11.*] Resource Spawner Overhaul

PTW Glad to see RSO's being revived/maintained for more recent versions. :) Suggestion: Offer downloads of previous versions, particularly when updating to support a new version. Not particularly applicable yet, since it's only been a few minor bugfix versions recently released, but last time I chec...
by n9103
Sun May 17, 2015 11:43 pm
Forum: Implemented Suggestions
Topic: Exchanging maps
Replies: 30
Views: 24521

Re: Exchanging maps

congrats on the 18 month necro to state the obvious. :roll:
by n9103
Sun May 17, 2015 8:07 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 276101

Re: Tips, Designs, & Tricks

by n9103
Sun May 17, 2015 2:14 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 276101

Re: Tips, Designs, & Tricks

ASCII approximated within the code tags is my preferred method in lieu of a screenshot.

But then, I grew up in a different era from the average user here.
by n9103
Sat May 16, 2015 12:41 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 201495

Re: [MOD 0.11.20+] Cursed Exp - v0.2.6

Maybe another case of user not setting player's name?
by n9103
Fri May 08, 2015 8:44 pm
Forum: General discussion
Topic: An AI for Factorio?!
Replies: 24
Views: 17572

Re: An AI for Factorio?!

This grew from a silly response in the "show your work" topic into a pretty decent piece of lore, IMO. Didn't see anywhere more relevant to post it, since it's discussing the idea of AIs and the metagame. I've no problem if the Devs want to adopt the idea or scene or anything like that. I'...
by n9103
Fri May 08, 2015 7:42 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 276101

Re: Tips, Designs, & Tricks

Skellitor301 wrote:I dont think that really is on topic in this thread n9103, There are lore topics in the General Discussion
Yea. On a 3rd re-reading, it no longer connects to the reply I was writing originally.
Guess I'll do a snip.

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