<removed reply that went on a tangent so long that the original reply was lost>
Reworked and posted here, for those curious: https://forums.factorio.com/forum/vie ... 950#p79950
Search found 1067 matches
- Fri May 08, 2015 4:17 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 275834
- Fri May 08, 2015 2:11 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 494
- Views: 568713
Re: Let's see your clever builds
Being clever isn't everything, so don't sweat it.
Ease of setup counts as much as efficiency of operation if you're not in an extended game.
Ease of setup counts as much as efficiency of operation if you're not in an extended game.
- Tue May 05, 2015 12:05 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 81
- Views: 70188
Re: Can the player be killed by train? (Train kills?!) ☸
What if player mute sounds in game because he want to listen to music while playing? He should be forced to enable sounds or he lose game functionality? Until/Unless there's a deaf option or mod added, then yes, they should lose function. Games are rarely, if ever, intended to be played without sou...
- Sat Apr 18, 2015 1:02 am
- Forum: Ideas and Suggestions
- Topic: Change curved track rotation to require fewer keypresses
- Replies: 10
- Views: 5091
Re: Change curved track rotation to require fewer keypresses
The only thing that annoys me is that it makes NO SENSE at my brain the decision to rotate like that. It always felt RANDOM, and still does, even after 1 year of factory building. It still feels completely RANDOM. Been a bit, but IIRC, it's ordered clockwise by direction of the rail ending. North e...
- Fri Apr 10, 2015 2:31 am
- Forum: Mods
- Topic: [MOD 0.10.x] Floors v0.0.2
- Replies: 56
- Views: 53796
Re: [MOD 0.10.x] Floors v0.0.2
No idea sorry. It's not my mod, I just happened to have figured out a few tweaks to get that version working with the then current version. Pretty sure I was inspired by reports from other mods that a couple specific variables/lines/etc needed to be changed to be compatible. As far as lua goes, I'm ...
- Thu Apr 09, 2015 3:54 am
- Forum: Mods
- Topic: [MOD 0.10.x] Floors v0.0.2
- Replies: 56
- Views: 53796
Re: [MOD 0.10.x] Floors v0.0.2
This fixes the mod to make it compatible with .10.12. Good stuff. Copy of fixed files: https://db.tt/lPveWlqf This link appears to be dead. I'm on a super slow connection at the moment and can't upgrade to 0.11.x. (4 hours remaining, WTF?!?) Could you re-share the 0.10.12-compatible version? Sorry,...
- Tue Mar 31, 2015 7:00 pm
- Forum: Mods
- Topic: [0.12.x] Mining Drill & Better ore storage - v1.0.3
- Replies: 48
- Views: 64838
Re: [0.11.x] Mining Drill & Better ore storage - v1.0.3
Actually XyLe, he's mostly suggesting (and I agree to an extent) that you're attempting to make this mod into something very similar to an already existing mod, and that you should use that mod to cover the things about this mod that you don't like. Considering how easy it is to remove elements of a...
- Mon Mar 30, 2015 11:08 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 275834
Re: Tips, Designs, & Tricks
I find grenades to be more effective, and are available just as early.
Probably the only reason they aren't more preferred by most is that there's not much need for them, since they're overkill on the small biters, and not overly effective against mediums.
Probably the only reason they aren't more preferred by most is that there's not much need for them, since they're overkill on the small biters, and not overly effective against mediums.
- Sat Mar 28, 2015 7:33 pm
- Forum: Balancing
- Topic: Normal Oil Settings
- Replies: 22
- Views: 21383
Re: Normal Oil Settings
I actually don't do that when a beacon will only cover one well. I do place beacons at all the locations that they will cover more than one though. If my oil supply isn't fast enough, the resources are much better spent on expanding to another oil patch, than on a bunch of beacons with a single reci...
- Sat Mar 28, 2015 4:53 pm
- Forum: Balancing
- Topic: Normal Oil Settings
- Replies: 22
- Views: 21383
Re: Normal Oil Settings
I tend to use productivity modules exclusively outside of oil wells. Everything from Refineries to Assembly Machines to Electric Furnaces.
That is until I run out of power, and don't have the space to conveniently expand my solar... then I start not filling all the slots
That is until I run out of power, and don't have the space to conveniently expand my solar... then I start not filling all the slots
- Sat Mar 28, 2015 2:36 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 76993
Re: [0.11.x] Factorio Maps
Ah. Didn't know it was a single tick.
Perhaps that in itself should be adjusted?
Have the script take a pause for a tick after it exports a full chunk or something, that way you can use a progressbar, without taking much longer.
Good to know though.
Perhaps that in itself should be adjusted?
Have the script take a pause for a tick after it exports a full chunk or something, that way you can use a progressbar, without taking much longer.
Good to know though.
- Sat Mar 28, 2015 1:19 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 338416
Re: Foreman - A factory optimisation tool. Now 11.X compatible!
Effective crafting speed = base crafting speed * (1 + net speed modifiers)DRE wrote:You calculate speed bonus, adding bonus to basic crafting speed.
I think it is correct to sum bonuses from all speed modules, and multiply it by crafting speed + base crafting speed.
- Fri Mar 27, 2015 3:56 am
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 76993
Re: [0.11.x] Factorio Maps
https://forums.factorio.com/wiki/inde ... BarElement
Haven't seen this removed in the changelogs, so should still be there for use.
Just needs to be implemented in the mod.
Haven't seen this removed in the changelogs, so should still be there for use.
Just needs to be implemented in the mod.
- Sat Mar 21, 2015 6:07 pm
- Forum: Releases
- Topic: Version 0.11.19
- Replies: 43
- Views: 50179
Re: Version 0.11.19
Have you never accidentally connected a water and oil pipe? Many times. It's why I feel qualified to speak on the matter. It doesn't affect one pipe, it goes into ALL connected pipes, including any oil storage tanks you might have. If you think it's as simple as "clear and review" then yo...
- Sat Mar 21, 2015 3:14 pm
- Forum: Releases
- Topic: Version 0.11.19
- Replies: 43
- Views: 50179
Re: Version 0.11.19
I agree with this. Why shouldn't you be able to steal oil from the enemy team? Because nobody uses the tactic to steal oil, it's almost always used to fuck over the other team by putting water into all of their pipes. And no it's not as easy to defend against as you might think, destroying a few me...
- Fri Mar 20, 2015 7:32 pm
- Forum: Releases
- Topic: Version 0.11.19
- Replies: 43
- Views: 50179
Re: Version 0.11.19
Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150) Pipes on difference force can still be connected sadface This doesn't seem like a bad thing really. If you wanted to ensure there was no external influence on a pipeline, then it should have a turret at al...
- Thu Mar 19, 2015 1:16 am
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 165650
Re: [0.11.11+] FARL 0.2.5 (Rail Layer)
As long as FARL stores a copy of the selected blueprint, then at least there wouldn't be a mid-placement problem in that situation. I so like the per-team blueprints though. Should be easy enough for people to just use one of the existing blueprints instead of making their own layout that ends up in...
- Wed Mar 18, 2015 5:03 pm
- Forum: Mods
- Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
- Replies: 28
- Views: 49431
Re: [0.11.x] Tankwerkz Unlimited v0.1.2
From my command list file:
game.forces.player.resettechnologies() # Reloads techs from datafiles
game.forces.player.resetrecipes() # As above for recipes
Not sure if the syntax has been affected in the last several versions though. This was current as of .11.6 I believe.
game.forces.player.resettechnologies() # Reloads techs from datafiles
game.forces.player.resetrecipes() # As above for recipes
Not sure if the syntax has been affected in the last several versions though. This was current as of .11.6 I believe.
- Mon Mar 16, 2015 12:52 am
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 165650
Re: [0.11.11+] FARL 0.2.4 (Rail Layer)
Ah, I wasn't making an assumption of left vs right, but looking at the train signal's direction... though, it seems I was mistaken on which way they face for a given light orientation. (I reeeeally can't wait for the devs to pick a stable version so I can get back into this :|) As for the layout cri...
- Sun Mar 15, 2015 10:29 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 165650
Re: [0.11.11+] FARL 0.2.4 (Rail Layer)
If it's that exact spot only, then I would guess it had something to do with the pathfinding, since the direction you're building (south) is against the allowed traffic direction, and one of your engines isn't past that one-way signal yet. You say against traffic direction. This is a Canadian desig...