Search found 261 matches

by SyncViews
Tue Mar 05, 2019 10:17 am
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network
Replies: 98
Views: 8071

Re: Roboports should output missing materials to circuit network

What would you do in a world in which you can have roboports say "there's 1000 smelters and 2000 belts needed"? Why I said there are other problems to solve. If you can account for "inflight" construction and logistics bots (I don't think you can right now), then you can either. Chain adjacent logi...
by SyncViews
Sun Mar 03, 2019 2:38 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 1580

Re: Idling player should delete/place ghosts in reach

Firstly, construction bots are very good at fixing and replacing stuff biters break. The player could literally spend all their time running back and forth otherwise. And late game, bots are just so much better :) I use bots to literally build at the other side of the map, I build entire outposts so...
by SyncViews
Sun Mar 03, 2019 2:31 pm
Forum: Technical Help
Topic: stop restricting download of factorio
Replies: 17
Views: 911

Re: stop restrikting download of factorio

I tested it between my logged in Chrome on Virgin internet and another browser on my Three 4G mobile internet. The https://dcdn.factorio.com/releases/Factorio_x64_0.17.4.zip?key=some-key&expires=near-future link is not restricted, but the expiry is short and you can't resume with it. I don't use dow...
by SyncViews
Sun Mar 03, 2019 2:23 pm
Forum: Technical Help
Topic: stop restricting download of factorio
Replies: 17
Views: 911

Re: stop restrikting download of factorio

1.) my ip doesnt change (atleast not any more, since i know its restrikted) there might be servival reasons for that, there are also many ISPs that route they customers traffic over dozens of randomly changing ipv4 addresses (e.g. netkom in germany) OK, maybe I wasn't clear. So an IP address genera...
by SyncViews
Sun Mar 03, 2019 1:43 pm
Forum: Technical Help
Topic: stop restricting download of factorio
Replies: 17
Views: 911

Re: stop restrikting download of factorio

- allow this link to get downloaded from what ever ip i want, without again login in for next 5 minutes (u need to start downloading in the next 5 minutes or link Why is your IP changing? Also im pretty sure that you would save alot of bandwidth , because i dont think im the only one with this prob...
by SyncViews
Sun Mar 03, 2019 12:49 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network
Replies: 98
Views: 8071

Re: Roboports should output missing materials to circuit network

A problem might be that there is only a global list of ghosts and every tick one ghost is checked for buildability and a bot dispatched if possible. That's the reason why you have at most ~600 missing bots or construction material from the roboports (personal roboports add to that). Yeah, it defini...
by SyncViews
Fri Mar 01, 2019 7:46 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 1580

Re: Idling player should delete/place ghosts in reach

You have to make a lot of stuff earlier. First level bots with solar panels are not great.
by SyncViews
Fri Mar 01, 2019 5:26 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 8748

Re: Waterfill

Also removes the point of having pumps / water pipes unless had more complex "limited water" physics. Reminds me of how in Minecraft basically any time water is needed in vanilla, or mods, almost everyone will just make an infinite water source right next to where they need it.
by SyncViews
Fri Mar 01, 2019 4:39 pm
Forum: Modding interface requests
Topic: shortcuts style
Replies: 2
Views: 150

Re: shortcuts style

It looks like they are in style.lua. I didn't try yet however if adding a new style there with the same naming convention works. If it doesn't, then letting that work I think is a reasonable solution. shortcut_bar_button_blue = ... shortcut_bar_button_red = ... shortcut_bar_button_green = { type = "...
by SyncViews
Fri Mar 01, 2019 2:33 pm
Forum: Ideas and Suggestions
Topic: Coal and coal powered drills - inserter behaviour
Replies: 6
Views: 194

Re: Coal and coal powered drills - inserter behaviour

I didn't even realize inserters could pull from burner drills, that is definitely not the normal use case. If the drill is outputting automatically, either onto a belt or into some inventory, this won't happen, as it never outputs its fuel stack. burner-drill.png Where in factorio do inserters actua...
by SyncViews
Fri Mar 01, 2019 2:23 pm
Forum: Ideas and Requests For Mods
Topic: Slow start, manual research
Replies: 7
Views: 459

Re: Slow start, manual research

You can fake it I think. Make a special recipe that uses science packs (for such early use, can just be 1xred), then when you see the output in the player inventory, remove that and add the appropriate amount to `LuaForce.research_progress`.
by SyncViews
Fri Mar 01, 2019 2:04 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 1580

Re: Idling player should delete/place ghosts in reach

I used `reach_distance` and thinking maybe I should have used `build_distance`, but I think both are 10 tiles unmodded?

Was it a particular object or such you noticed it with?
distance.png
distance.png (332.06 KiB) Viewed 758 times
by SyncViews
Fri Mar 01, 2019 1:44 pm
Forum: Questions, reviews and ratings
Topic: Mod that scales biter hardness in perpetuity?
Replies: 7
Views: 453

Re: Mod that scales biter hardness in perpetuity?

I have some code and test stuff around for some of that, although not geared entirely towards survival (that is to say, not timer based currently). Not sure how much demand there is, things need a lot of testing, and I am not skilled at graphics. Providing the biters a way to counter things the play...
by SyncViews
Fri Mar 01, 2019 12:38 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 1580

Re: Idling player should delete/place ghosts in reach

I polished my code a bit, I think its what people were suggesting. I added one extra restriction, it won't build if enemies are near, so no instant replacement of walls/turrets/etc. in a fight. Should work in multiplayer but didn't get time to test MP during lunch. https://mods.factorio.com/mod/play...
by SyncViews
Fri Mar 01, 2019 10:50 am
Forum: Technical Help
Topic: Cracked Factorio PROBLEMS?!?! FIX THIS!
Replies: 19
Views: 4852

Re: Cracked Factorio PROBLEMS?!?! FIX THIS!

How do you know the people joining your server are using cracked copies?
by SyncViews
Thu Feb 28, 2019 9:05 pm
Forum: Ideas and Suggestions
Topic: Logistic Cargo
Replies: 4
Views: 171

Re: Logistic Cargo

You can already very nearly do this, you just need a little "bootstrap" blueprint to build from your personal roboport. Wagons can be filtered, set filters so each wagon holds the supplies you will want for building. At your main base, load up the wagons. Due to some issues with how inserter stack s...
by SyncViews
Thu Feb 28, 2019 7:00 pm
Forum: Ideas and Suggestions
Topic: Quickbar selection via number keys
Replies: 2
Views: 125

Re: Quickbar selection via number keys

SHIFT+number sets the top (active) quickbar, so you can do it that way although maybe not the first thing a player thinks of.
by SyncViews
Thu Feb 28, 2019 6:58 pm
Forum: Ideas and Suggestions
Topic: Quickbar, replace slot with current item
Replies: 7
Views: 238

Quickbar, replace slot with current item

TL;DR Allow right click, or some other modifier to always set the quickbar slot, regardless of its current contents. What ? Currently, if the player has an item held in the cursor and clicks on an empty quickbar slot, the quickbar is set to the item. But if the player clicks on a quickbar slot that...
by SyncViews
Thu Feb 28, 2019 6:05 pm
Forum: Ideas and Suggestions
Topic: Request blueprint materials from logistic system
Replies: 37
Views: 4394

Re: Set request from blueprint

The only problem with OP's idea that I think needs to be addressed is: "what if the blueprint has more items or a higher count of items than the chest can hold?" Does the chest only request what it can hold? That is actually another reason a circuit output would be better. Circuits can have all ite...
by SyncViews
Thu Feb 28, 2019 4:52 pm
Forum: Ideas and Suggestions
Topic: 0.17 - Quick bar item removal
Replies: 5
Views: 202

Re: 0.17 - Quick bar item removal

Darinth wrote:
Thu Feb 28, 2019 3:11 pm
Toggle might not be the right word, but 'Remove/set quickbar' seems a bit to wordy...
It is also used for filtering inventory slots which came first.

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