Search found 83 matches

by neoc
Fri Jan 19, 2018 7:14 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 41009

Re: Friday Facts #226 - New mod portal & other news

"Let's never talk about it again"
by neoc
Fri Jan 19, 2018 12:40 pm
Forum: General discussion
Topic: Gameplay drop
Replies: 12
Views: 4396

Re: Gameplay drop

Whatever they do with bots (unless they remove logistic bots) - there will be mods to revert the nerfs.
by neoc
Thu Jan 18, 2018 8:57 am
Forum: Not a bug
Topic: Quickbar confusion when playing without character
Replies: 7
Views: 2454

Quickbar confusion when playing without character

If playing with player.character=nil, quickbar and main inventory are swapped: player.get_inventory(defines.inventory.player_quickbar) will give you the main inventory while player.get_inventory(defines.inventory.player_main) will give you the quickbar. Since I can't see any good reason for this beh...
by neoc
Thu Jan 18, 2018 8:50 am
Forum: Ideas and Suggestions
Topic: always_day should not affect solar panels
Replies: 2
Views: 1246

always_day should not affect solar panels

The reason why people use surface.always_day=true is not that they want unlimited solar energy but because they don't like to play in darkness. Please make an option to turn off night darkness without affecting the day-night cycle for solar panels, either by changing always_day or by introducing ano...
by neoc
Sun Jan 14, 2018 7:08 pm
Forum: General discussion
Topic: map_gen_settings not effectively writable?
Replies: 3
Views: 1575

Re: map_gen_settings not effectively writable?

Ha, that did the job, thanks! My first guess was that the structure mag_gen_settings is referring to might not be writable, but the reference ("pointer") itself is, so you would have to make a copy of the structure, change it and change the reference to it. Maybe this is what happens behin...
by neoc
Sun Jan 14, 2018 3:36 pm
Forum: General discussion
Topic: Inserters are the problem
Replies: 3
Views: 2017

Re: Inserters are the problem

There could be another tier of expensive assemblers / smelters locked behind expensive research.
by neoc
Sun Jan 14, 2018 3:26 pm
Forum: General discussion
Topic: how long have you played factorio ?
Replies: 36
Views: 10545

Re: how long have you played factorio ?

Not long enough ;)
by neoc
Sun Jan 14, 2018 3:20 pm
Forum: General discussion
Topic: map_gen_settings not effectively writable?
Replies: 3
Views: 1575

map_gen_settings not effectively writable?

I just tried to mess around with surface.map_gen_settings, especially autoplace_controls["enemy-base"], on the in-game console. I started a map with size="none" for enemy bases and tried to change it to size="high". When I tried to confirm the successful write via print...
by neoc
Sat Dec 30, 2017 5:09 pm
Forum: Releases
Topic: Version 0.16.10
Replies: 21
Views: 15513

Re: Version 0.16.10

-the map is very bad at showing important things: resources, trees, cliffs, transport belts. Please more uniform color for terrain, and more visible colors for iron, coal, trees, etc..., and force rendering belts rather than it depending on belt pixel position whether or not it's rendered Enhanced ...
by neoc
Sat Dec 30, 2017 10:34 am
Forum: Releases
Topic: Version 0.16.10
Replies: 21
Views: 15513

Re: Version 0.16.10

Crazy!

By the way, they increased iron ore spawning in 16.0 - but I'm playing on a map right now where it still seems that there is way more copper than iron. Just random or might there be an issue? Or might setting ore frequencies to low and patch size to very big be the cause?
by neoc
Sat Dec 30, 2017 10:20 am
Forum: Releases
Topic: Version 0.16.9
Replies: 9
Views: 10527

Re: Version 0.16.9

By the way, they increased iron ore spawning in 16.0 - but I'm playing on a map right now where it still seems that there is way more copper than iron. Just random or might there be an issue? Or might setting ore frequencies to low and patch size to very big be the cause?

Moved to here
by neoc
Wed Dec 13, 2017 1:15 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 109052

Re: Version 0.16.0

I thought "well, it's only Wednesday, but let's see if there is anything new about 0.16". And suddenly 0.16 :D
by neoc
Wed May 10, 2017 10:20 am
Forum: General discussion
Topic: 0.15 Testing Effective Military Science Ratios
Replies: 5
Views: 11714

Re: 0.15 Testing Effective Military Science Ratios

Eh, do you even read tooltips? You can easily calculate the ratios from there. For the magazines I recall that piercing round magazines need 3 seconds and 1 normal magazine per piece, so the ratio is 3:1, not 2:2.
by neoc
Sun May 07, 2017 5:26 pm
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 34217

Re: Version 0.15.8

You don't need blue belts at all for furnaces, and it is very easy to build without undergrounds. If costs for building furnace factories are "prohibitivly high" with the current recipes, your design is faulty. You do if you aim to get a fully compressed belt without using splitters / mer...
by neoc
Sun May 07, 2017 2:53 pm
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 34217

Re: Version 0.15.8

You seem to be stuck on the traveling vast distances use case. This is NOT a solution to the sudden sharp increase to cross a single tile with express underground belts. By the way, using underground belts to less than their full distance is much, much more common than using them at exactly full di...
by neoc
Sun May 07, 2017 7:22 am
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 34217

Re: Version 0.15.8

Did you even read my calculation? They are cheaper than using express transport belts on the same tiles. I'm pretty sure you haven't examined the arguments of the other side properly. How often did you use maximum underground belt distance even in 0.14? How often did you simply use UG belt to cross...
by neoc
Sun May 07, 2017 6:00 am
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 34217

Re: Version 0.15.8

The express underground belts are prohibitively expensive. It really depends on your use case. Did you even read my calculation? They are cheaper than using express transport belts on the same tiles. When trying to cross distances, they may out od above ground belts, but I use them in my factory as...
by neoc
Sat May 06, 2017 8:56 am
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 34217

Re: Version 0.15.8

Also I'd like to add that adding 40 / 80 wheels to the recipes of red / blue underground belts is probably not a good idea. An assembling-machine-2 with crafting speed 0.75 would need 2*80*0.75 = 120 wheels per second to constantly craft blue underground belts. A stack inserter with +4 bonus (5 item...
by neoc
Sat May 06, 2017 8:09 am
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 34217

Underground belts still too cheap?

Am I just stupid or are underground belts still too cheap after the changes in 0.15.7 and 0.15.8? First of all, we shouldn't say an underground belt has length 5 / 7 / 9 if it really is equivalent to 6 / 8 / 10 normal belts in length. Belt costs are: 2 belt = 3 iron = 1.5 iron / tile 1 red belt = 11...
by neoc
Fri May 05, 2017 5:07 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 47855

Re: Version 0.15.7

(I can't read) For science pack 3, switching from assembling machine 1 to pumpjack is not a good idea: Pumpjacks are a lot harder to make because of 5 steel / piece you need. That means for a 0.75 pack per second factory (with assembling machines 2, crafting speed 0.75) you will need: 5 red science ...

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