Search found 1067 matches
- 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...
- 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.
L0 has decided to make talents regularly drop for the player without farming trees or mobs, or the already existing talent.
- 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...
- 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...
- 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.
Dunno if it's currently updated, but it's what I keep hearing people complain that they want in-game.
- 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.
Looking damn cool.
Any bets on how long until turning-complete?
Looking damn cool.
Any bets on how long until turning-complete?
- 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?
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?
- 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
Stationary wagons are essentially low capacity long chests, if you want them to be.Leon wrote:wtf, do i see a train?
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.
- 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
Pretty sure you meant the modern definition, not the classical one, but yea, that's more accurate for the use.L0771 wrote: Just probability
(All outcomes are equally probable, 1/"# of outcomes", with the classical definition.)
- 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
Pretty sure the word you're going for is decimal.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)
- 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.
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.
- 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...
- 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...
- 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.
- Sun May 17, 2015 8:07 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 276101
- 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.
But then, I grew up in a different era from the average user here.
- 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?
- Sat May 09, 2015 2:32 am
- Forum: General discussion
- Topic: An AI for Factorio?!
- Replies: 24
- Views: 17572
- 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'...
- Fri May 08, 2015 7:42 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 276101
Re: Tips, Designs, & Tricks
Yea. On a 3rd re-reading, it no longer connects to the reply I was writing originally.Skellitor301 wrote:I dont think that really is on topic in this thread n9103, There are lore topics in the General Discussion
Guess I'll do a snip.