Search found 1067 matches

by n9103
Fri May 08, 2015 4:17 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 275834

Re: Tips, Designs, & Tricks and [The Fall of Humanity]

<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
by n9103
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.
by n9103
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...
by n9103
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...
by n9103
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 ...
by n9103
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,...
by n9103
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...
by n9103
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.
by n9103
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...
by n9103
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 :P
by n9103
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.
by n9103
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!

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.
Effective crafting speed = base crafting speed * (1 + net speed modifiers)
by n9103
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.
by n9103
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...
by n9103
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...
by n9103
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...
by n9103
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...
by n9103
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.
by n9103
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...
by n9103
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...

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