Search found 86 matches
- Fri May 27, 2016 4:37 am
- Forum: Modding help
- Topic: Furnaces not accepting coal as material
- Replies: 5
- Views: 2011
Re: Furnaces not accepting coal as material
As far as I understand it, coke would actually be the only good way to smelt iron out of iron ore, realistically, so perhaps it's that (there's a lot of sulfur impurities otherwise). As to the actual problem, I think right now the only solution is either making raw coal a non-fuel item, or adding an...
- Thu May 26, 2016 5:57 pm
- Forum: Pending
- Topic: [Pending] Graphical Issue with Assembling machine 2
- Replies: 5
- Views: 1770
Re: Graphical Issue with Assembling machine 2
The default setting is to copy the system zoom setting, which is independent from the slider. If he's playing on Windows 8 or 10, especially on a tablet, the system zoom may be set pretty high. But I sort of doubt that it's solely a zoom issue, if assembler-1's UI works and assembler-2's UI doesn't....
- Wed May 25, 2016 6:23 am
- Forum: General discussion
- Topic: What inspired you to buy Factorio?
- Replies: 29
- Views: 9268
Re: What inspired you to buy Factorio?
Saw it some long time ago on someone's youtube video, thought it was neat but very obtuse, and the lack of a version I could realistically buy (USD to RUR conversion was never very favorable) meant I shelved it as a memory and forgot about it. Two months ago accidentally scrolled too far down in the...
- Mon May 23, 2016 8:21 am
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 26774
Re: Belt Corner Speed or .12 got it wrong
Id agree for the last two. The rest I dont see a physics issue with, although perhaps you are complaining about a gameplay issue rather than a physics one. It's a physics issue in a roundabout way. Physics demands, through its application in mechanics and electronics, that a robotic arm containing ...
- Mon May 23, 2016 8:01 am
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 26774
Re: Belt Corner Speed or .12 got it wrong
Would be nice to see items on the outside of the belt move faster, as physics demands they should. We're making advanced robotic arms out of scrap metal, making less advanced robotic arms out of more advanced components, turning plain iron plates into bullets, and have water pumps and conveyor belt...
- Fri May 20, 2016 10:23 am
- Forum: Ideas and Suggestions
- Topic: Another approach to Cable Resistance (with fluid network)
- Replies: 27
- Views: 10177
Re: Another approach to Cable Resistance (with fluid network)
A typical factory has a ton of both power producers and constumers, that results in ton^2 paths to calculate multiplied by the number of alternative paths (when there are redundant connections). Completely infeasible in a typical factory, let alone a megabase. How does pathfinding work in some game...
- Fri May 20, 2016 9:32 am
- Forum: Ideas and Suggestions
- Topic: Idea to discuss: biter corpses leaving artifacts
- Replies: 15
- Views: 3203
Re: Idea to discuss: biter corpses leaving artifacts
I call it bubble-gum, because of the combination of the colourful artefacts that I use, combined with the fact that it looks like someone smashed a gumball machine, and they stilled out all over the place. what about bots collecting it? you can use the deconstruction planner to tag them to be picke...
- Fri May 20, 2016 5:40 am
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 26774
Re: Belt Corner Speed or .12 got it wrong
I don't really know what you mean by slow down? The outer belt just has to be seen as a second belt (1 section longer/corner than the inner one). So the outer belt could be considered 2 sections longer than the inner one in my example. This means there is no difference for the throughput but only a...
- Thu May 19, 2016 9:08 pm
- Forum: Ideas and Suggestions
- Topic: Another approach to Cable Resistance (with fluid network)
- Replies: 27
- Views: 10177
Re: Another approach to Cable Resistance (with fluid network)
I don't know if it's been suggested or thought of already - I can't read through all the different posts on the matter right now - but have you ever considered treating the system as a pathfinding solution, rather than a flow one? Because, really, electricity is not a flow. If you have a power consu...
- Thu May 19, 2016 12:15 pm
- Forum: Modding help
- Topic: New terrains?
- Replies: 2
- Views: 868
Re: New terrains?
Upon further experimentation, I was able to add a new tile type (with desaturated dirt graphics in place of rock) so that it is available in the editor, but was unable to find a way to add it to world generation. Should I go to the suggestions forum with this? There doesn't seem to be a way to add n...
- Thu May 19, 2016 11:58 am
- Forum: Implemented Suggestions
- Topic: holding z should continually drop items
- Replies: 32
- Views: 9059
Re: holding z should continually drop items
If it wasn't that you place things with left-click, and various modifiers used for many other things, I would much prefer if the "drop item" function were located somewhere on the left mouse button as well. I use it extensively for disposing of stacks of materials I accidentally acquire w...
- Thu May 19, 2016 8:43 am
- Forum: Ideas and Suggestions
- Topic: Idea to discuss: biter corpses leaving artifacts
- Replies: 15
- Views: 3203
Re: Idea to discuss: biter corpses leaving artifacts
I would much prefer if you needed to mine the biter corpses (before they decay) to procure the artifacts. It solves the clutter problem handily, and if the primary use for the mini-artifacts is weapons upgrades it also gives you a direct incentive to keep an eye on your defenses, since you won't be ...
- Thu May 19, 2016 8:39 am
- Forum: Implemented Suggestions
- Topic: holding z should continually drop items
- Replies: 32
- Views: 9059
Re: holding z should continually drop items
If it wasn't that you place things with left-click, and various modifiers used for many other things, I would much prefer if the "drop item" function were located somewhere on the left mouse button as well. I use it extensively for disposing of stacks of materials I accidentally acquire wh...
- Wed May 18, 2016 11:45 am
- Forum: Modding help
- Topic: Feasibility Question - Mod to control assembler output?
- Replies: 14
- Views: 4342
Re: Feasibility Question - Mod to control assembler output?
First rule of a moddable game, anything you add people are going to want to mod. For example the circuit network, to mod that you need to be able to read from the circuit network easily (not the current binary search hack) and adding your own signal outputs to the network. It took a new release to ...
- Wed May 18, 2016 7:48 am
- Forum: Ideas and Suggestions
- Topic: Idea to discuss: biter corpses leaving artifacts
- Replies: 15
- Views: 3203
Re: Idea to discuss: biter corpses leaving artifacts
I'd really like to have biter "remains", whether or not they are artifacts, to be required for all or most of the projectile/turret/robot damage upgrades. There's only so far you can, realistically, up the damage of ammunition without completely replacing the gun - any "damage upgrade...
- Wed May 18, 2016 6:51 am
- Forum: Modding help
- Topic: Feasibility Question - Mod to control assembler output?
- Replies: 14
- Views: 4342
Re: Feasibility Question - Mod to control assembler output?
It's probably doable, but not in the way you propose. You can read recipe information from in-game. You can read an assembly machine's recipe information. You can set a requester chest's request slot contents. Through some Lua sorcery, you can create a setup wherein placing down your "special&q...
- Tue May 17, 2016 9:01 pm
- Forum: Implemented Suggestions
- Topic: holding z should continually drop items
- Replies: 32
- Views: 9059
Re: holding z should continually drop items
Simple and easy idea - are there any disadvantages? Not many I can think of, functionally. But it would basically have to work like the repeat input of a text editor - press and hold, it goes once, waits a little, then starts repeating - otherwise you'll need precisely timed taps to drop single ite...
- Tue May 17, 2016 2:23 pm
- Forum: Modding help
- Topic: New terrains?
- Replies: 2
- Views: 868
New terrains?
I gave the matter a quick search-through, but nothing on this particular topic came up. Is it possible to add in new terrain types via mods? For instance, if I wanted to add a "rocky plateau" terrain type that is just slightly worse than the stone pavement for movement, and has no trees on...
- Tue May 17, 2016 11:07 am
- Forum: Technical Help
- Topic: buying the game
- Replies: 14
- Views: 2944
Re: buying the game
What you say in a nutshell is: Either the developers give you a RollsRoyce (bcs. you can't afford one) for the price of a bicycle or you have to steal (bootleg ) a RollyRoyce from the producer. What is, if one has a broader view, commercially not necessarily a negative thing as such as every bootle...
- Tue May 17, 2016 10:42 am
- Forum: Technical Help
- Topic: buying the game
- Replies: 14
- Views: 2944
Re: buying the game
No matter how much I think the devs deserve their money for this game, there is just no way I could buy it for $20, the conversion rates and average profit differences being what they are right now. While this political idiocy lasts, Steam is many Russians' only means of buying games at sane prices...