Search found 83 matches
- 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"
- 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.
- 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...
- 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...
- 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...
- 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.
- 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
- 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...
- 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 ...
- 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 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?
- Sat Dec 30, 2017 10:20 am
- Forum: Releases
- Topic: Version 0.16.9
- Replies: 9
- Views: 10527
Re: Version 0.16.9
Moved to here
- 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
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...