Search found 417 matches
- Fri Jul 21, 2017 11:02 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42462
Re: [MOD 0.15] VehicleSnap
It was a little delicate subject, in the end i thought reverse is so slow and rarely used that it wouldn't benefit much of snapping. Did you test if tanks reach reverse speed of -0.1? If the number is put too low, one old bug would resurface... That was a tricky one too, that vehicle gets stuck on a...
- Tue Jun 20, 2017 8:54 am
- Forum: Mods
- Topic: [Mod 1.1] Power Armor MK3
- Replies: 100
- Views: 60884
Re: [Mod 0.15] Power Armor MK3
The research costs of Personal Defense Damage don't seem to grow linearly. The tech ranks 4 and 5 seem inconsistent. Tech 3 needs yellow science but rank 4 doesn't and rank 5 costs less than rank 3.
- Fri Jun 16, 2017 11:55 am
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 18255
Re: Confirmation on Delete Blueprint Book
Second time today that i accidentally delete my blueprint book... This really needs some confirmation or locking mechanism.
- Fri May 26, 2017 10:20 pm
- Forum: 1 / 0 magic
- Topic: [0.15.15] FPS drops // nvidia releated?
- Replies: 9
- Views: 4437
Re: [0.15.15] FPS drops // nvidia releated?
Yes, press F5 ingame to see details. How many ms each thing does.
edit: Nvm you already showed screen with that. Still, you answered your own question. Doesn't go more detailed than "Entity update 16ms".
edit: Nvm you already showed screen with that. Still, you answered your own question. Doesn't go more detailed than "Entity update 16ms".
- Thu May 18, 2017 2:21 pm
- Forum: Not a bug
- Topic: [15.11] Mapzoom Bug
- Replies: 32
- Views: 12498
Re: [15.11] Mapzoom Bug
The next version sounds like fixing the problem. But it's not nearly as bad as you make it out to be, about 30% less shown though. This is from map:
edit: 0.15.12 came, and roughly 5.1 chunks show horizontally.
edit: 0.15.12 came, and roughly 5.1 chunks show horizontally.
- Thu May 18, 2017 1:39 pm
- Forum: Not a bug
- Topic: [15.11] Mapzoom Bug
- Replies: 32
- Views: 12498
Re: [15.11] Mapzoom Bug
I like it the way it is in 0.15.11. Zoom level for map camera view is roughly same as max zoomed out player, and map view on the closest zoom is showing so big pixels there is no missing any details. From what i gather, people here want the player camera to start showing when zoomed even closer? How...
- Wed May 17, 2017 4:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] FPS issues with High Resolution steam engines
- Replies: 8
- Views: 2991
Re: [0.15.0] FPS issues with High Resolution steam engines
160 steam engines on same screen and cloud effects on, 60/60 fps/ups while zoomed out to max.
- Tue May 16, 2017 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.11] Randomly multiline itemname in tooltips
- Replies: 1
- Views: 701
[0.15.11] Randomly multiline itemname in tooltips
I don't see consistency in why some items names show in 2 lines and some just 1. I went through the Factorio localization file and i don't see any special characters in place of spaces either. "Copper cable" is not the longest name there is, and it divides to 2 lines. Its tooltip is well w...
- Fri May 12, 2017 1:26 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15313
Re: [MOD 0.15] Ore and plate compress
These are current ratios: Compressed coal burning loss is 20% (from 160MJ down to 128). Compressed ores smelting loss is 20% with 4x speed. Compressed steel smelting loss 12.5% with 2x speed. In any case these are easy to change in recipe.lua files. To bring steel smelting 1:1 in line with vanilla g...
- Fri May 12, 2017 12:42 am
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15313
Re: [MOD 0.15] Ore and plate compress
I would download this in a heartbeat if you did to ore what you do to coal. Make it smeltable as a compressed block but with some loss. For example having a compressed (20 ore) block go in to a furnace, take maybe 4x as long as a normal smelt, and outputting maybe 15 plates. Same for iron to steel....
- Thu May 11, 2017 6:57 am
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15313
Re: [MOD 0.15] Ore and plate compress
I'm sorry too, hadn't taken it into account ;) Now in 0.15.5 for PlateCompress it is. Should see it cost 4 compressed iron for 82 seconds it was i think. I matched how expensive recipe was done in main Factorio and it's normal to double the smelting time aswell as cost. Seemed that iron and copper s...
- Thu May 11, 2017 1:07 am
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15313
Re: [MOD 0.15] Ore and plate compress
You need 2 compressed iron plates to smelt it, if it wasn't working you would get error message simply trying to put it in smelting slot. And yes those versions are right. It makes 7 steel out of it, so overall you lose 1/8th iron but it's twice faster than regular steel smelting process.
- Wed May 10, 2017 9:08 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15313
Re: [MOD 0.15] Ore and plate compress
It's part of the plate compress mod, do you have it for sure? Yes you should be able to smelt compressed iron.
- Tue May 09, 2017 2:42 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15313
Re: [MOD 0.15] Ore and plate compress
Or if we want steel to be made faster with loss, i can make it smelt 2 compressed iron for 7 steel plates (loss 1 steel plate or 12.5%). Time would be half the original so 35 sec. I think i'll go with this. I got migration file working too so release is soon.
And they are uploaded.
And they are uploaded.
- Tue May 09, 2017 1:18 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15313
Re: [MOD 0.15] Ore and plate compress
I like the idea. I'm making smelting recipes at the moment and considering the balance. Steel smelts in 17.5 seconds, so 4x that would become 70 seconds which is a small eternity :) Iron, copper, stone base cost is 3.5 sec. 20% loss on base resources is a very heavy price, and for that i don't want ...
- Mon May 08, 2017 9:18 am
- Forum: Not a bug
- Topic: "Smart" underground placement broke some setups
- Replies: 1
- Views: 645
"Smart" underground placement broke some setups
This cannot be built anymore with both being same (red in this case) underground belts. belt_swapper.jpg Or this https://wiki.factorio.com/File:Split%26swap2.PNG Before 0.15 it was possible, when the placement was seeking to pair with the first clicked belt. Now it is trying to match with nearest un...
- Sun May 07, 2017 3:31 pm
- Forum: Balancing
- Topic: Tank rebalancing
- Replies: 6
- Views: 2807
Re: Tank rebalancing
Notice that both bullet and cannon shells damage has infinite research. Each level of cannon shell upgrades increase damage 100%, might diminish in later levels but i'm not sure. You could destroy large swarms of behemoths with just tank machine gun later on. The cannon shell will 1-shot small areas...
- Sat May 06, 2017 10:16 am
- Forum: Balancing
- Topic: Tank rebalancing
- Replies: 6
- Views: 2807
Re: Tank rebalancing
If you have a MK2 armor in a tank, you don't need to waste module space on shields or exoskeletons because the tank itself is your protection. Instead you can fit in more of the personal laser turrets which are now very powerful. Add a swarm of destroyer bot and construction bots to repair the tank ...
- Sat May 06, 2017 4:09 am
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15313
Re: [MOD 0.15] Ore and plate compress
4 seconds sounds good, needing modules in order to have just 4 assemblers. I tested just to be sure that is the ratio. When i cut any of the 4 lines down to 3, the belts start backing up. Those are max researched stack inserters. edit: Oops.. i could have just used 3 splitters instead of that 4-4 ba...
- Fri May 05, 2017 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Pollution and turret spheres hide the icons
- Replies: 3
- Views: 1152
Pollution and turret spheres hide the icons
Simple thing, i would suggest to change drawing order of things in map so that we would better see the icons. I suggest pollution should be drawn after map, then turret spheres and then icons. Could also change the turrets sphere a little, so that it's a faded circle with transparent center. Like th...