Search found 294 matches

by SyncViews
Thu Mar 07, 2019 2:20 am
Forum: Balancing
Topic: [0.17.1] Refined flamables
Replies: 2
Views: 1397

Re: [0.17.1] Refined flamables

Or just make the tech cheaper. I don't mind having specialised techs, but it is equal or more expensive than the projectile or laser ones at each level for a roughly equivalent bonus. Energy weapons are in roughly a similar place, but laser turrets especially are so much more generally flexible that...
by SyncViews
Wed Mar 06, 2019 10:40 pm
Forum: Technical Help
Topic: stop restricting download of factorio
Replies: 17
Views: 5660

Re: stop restrikting download of factorio

and would explain the bad conection us -> eu. Your download came from US? I get about 6MB/s download of Factorio in UK. When I downloaded 17.7 it came from Frankfurt (I do agree would be nice for patching to work for these daily updates). Maybe however they are doing the DNS does not work for your ...
by SyncViews
Wed Mar 06, 2019 5:33 pm
Forum: Modding help
Topic: Creating an map and/or minimap overlay
Replies: 4
Views: 990

Re: Creating an map and/or minimap overlay

There is a "minimap" LuaGuiElement type that might work for your use. https://lua-api.factorio.com/latest/Lua ... lement.add
by SyncViews
Wed Mar 06, 2019 4:36 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40442

Re: Roboports should output missing materials to circuit network

You forgot events to handle when logistic networks disconnect after roboports ran out of power and ofc connect when they are powered back up. Yep, that is true, and I think that is another thing that has no events.... So looks like for roboports on built/died is not enough, it may be that every rob...
by SyncViews
Wed Mar 06, 2019 4:31 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 12144

Re: Better mechanism for hand building over ghosts before robots

Might be regular units (like biters) and then the construction bit is scripted. Find a ghost, then find a chest, give it the relevant "goto" command, do stuff when it arrives. You can create non-damaging beams for various effects. Impressive amount of work to bring it all together with eno...
by SyncViews
Wed Mar 06, 2019 3:22 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40442

Re: Roboports should output missing materials to circuit network

Does anyone have a proof of concept map that does work (can just use infinity-chest at the source network or whatever) with only such a circuit output mod/mock? Ah, that’s what I’ve been missing. But nonetheless the current algorithm of fully scanning could be optimized a lot. For example it makes n...
by SyncViews
Wed Mar 06, 2019 2:29 pm
Forum: Gameplay Help
Topic: i dont find the way to fill my fluid wagons
Replies: 3
Views: 918

Re: i dont find the way to fill my fluid wagons

Can just put images on the forum, there is "attachments" tab below the text area. Fluid wagons are incredibly picky about positioning, it is very hard to manually stop a tanker in the right spot, so it probably best to use a train stop. With a train stop any of the 6 adjacent tiles each si...
by SyncViews
Wed Mar 06, 2019 12:18 pm
Forum: Gameplay Help
Topic: General tips for my playthrough
Replies: 19
Views: 8377

Re: General tips for my playthrough

- Why use radars? Afaik they can only scan a certain range that I can easily explore by myself and the liveview is not important for me (peaceful-mode) The live view is still useful to see what is going on in a large factory. Are mines running out? Did something else go wrong with production? Once ...
by SyncViews
Wed Mar 06, 2019 12:13 am
Forum: Balancing
Topic: Behemoth worms don't seem to differ from Big worms
Replies: 17
Views: 5340

Re: Behemoth worms don't seem to differ from Big worms

On the other hand, anti-building specific worms would specifically counter turret creeping. Could be nifty. Gotta clear out the area before expanding, and any turrets you use would get bombarded while you did so. And the power poles. And the walls. And the roboport. Basically, no buildings, just yo...
by SyncViews
Tue Mar 05, 2019 4:38 pm
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 39173

Re: Offshore pump at start of game

Alternatively, make offshore pumps require coal or power or w.e. for full output, but always produce 10/second normally. So you get, admittedly more than a trickle, but nowhere near the 1200/s or whatever it is unless you provide power. That would work nicely I think, with electricity to pump the f...
by SyncViews
Tue Mar 05, 2019 3:37 pm
Forum: Balancing
Topic: There are not enough options vs bases early game
Replies: 28
Views: 10282

Re: There are not enough options vs bases early game

They are expendable though, its easy to build a stack of 50, 100's even. As long as they get some shots off before dying, turret creep works, if I loose twice as many turrets or construction bots, it doesn't really matter. The only place the acid mattered when I was playing was if there was a big gr...
by SyncViews
Tue Mar 05, 2019 1:47 pm
Forum: Balancing
Topic: There are not enough options vs bases early game
Replies: 28
Views: 10282

Re: There are not enough options vs bases early game

Currently, by far the best strategy to eliminate enemy bases is to turret creep. Is turret creep still effective against big and behemoth worms ? I thought at least behemoth worms had more range than turrets, but I might be mistaken. [Edit] https://www.reddit.com/r/factorio/comments/aw5tqi/experime...
by SyncViews
Tue Mar 05, 2019 1:13 pm
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 39173

Re: Offshore pump at start of game

Since there is nothing needing water before the player can build a boiler, as it stands doesn't really seem worth it. If the pump was to be powered, might as well have a bucket to tick the first boiler over. A powered pump has other impacts like how it handles negative feedback from low power. This ...
by SyncViews
Tue Mar 05, 2019 10:17 am
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40442

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....
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: 12144

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: 5660

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...
by SyncViews
Sun Mar 03, 2019 2:23 pm
Forum: Technical Help
Topic: stop restricting download of factorio
Replies: 17
Views: 5660

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: 5660

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 / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40442

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: 12144

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.

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