Search found 1027 matches

by quyxkh
Sun Apr 23, 2017 4:22 pm
Forum: General discussion
Topic: Getting rid of alien artifacts is a bad idea
Replies: 74
Views: 26994

Re: Getting rid of alien artifacts is a bad idea

I'd like to have "hatred" factors fed by pollution and nearby kills (especially spawner kills), that spread by contact with a positive-feedback loop possible, say hatred isn't communicable until it reaches a certain level, but the effect of pollution and nearby spawner kills goes up dramat...
by quyxkh
Sun Apr 23, 2017 4:15 pm
Forum: Ideas and Suggestions
Topic: Rocket and science packs...
Replies: 4
Views: 1543

Re: Rocket and science packs...

Heh: rocket control 0: you can deorbit the satellite, it'll land . . . somewhere . . . within a few hundred chunks of where you say, you might not want to risk it hitting anything you care about . . . but the crashes come back with 500-1000 of _all_ the science. Rocket control 1: crash within a few ...
by quyxkh
Sun Apr 23, 2017 4:02 pm
Forum: General discussion
Topic: Getting rid of alien artifacts is a bad idea
Replies: 74
Views: 26994

Re: Getting rid of alien artifacts is a bad idea

I don't know about full-on mistake, but I think it'll surely lessen the tristesse of having to kill and raze and pollute, and I agree it's one of the standout qualities of the mood the game sets.
by quyxkh
Sun Apr 23, 2017 3:47 pm
Forum: General discussion
Topic: Seeking save with a fully studied science
Replies: 3
Views: 1592

Re: Seeking save with a fully studied science

What's wrong with the creative mode mod, or just starting a sandbox map?
by quyxkh
Sun Apr 23, 2017 3:45 pm
Forum: General discussion
Topic: Green and Red wires: Why two colours?
Replies: 16
Views: 15265

Re: Green and Red wires: Why two colours?

Haven't needed more than two colors yet, do you have a concrete, worked example of something useful in-game that would be dramatically better with more colors? I generally get by with very few signal-isolation combinators, I use each-to-each - 0, the "-" is my visual clue, other uses for t...
by quyxkh
Sun Apr 23, 2017 3:34 pm
Forum: Gameplay Help
Topic: Help - I can't find any oil on my map!
Replies: 8
Views: 23706

Re: Help - I can't find any oil on my map!

Seems that's your only option, doesn't it? With seven hours in i expect you've got the bullet/turret/speed research topped out for green, be sure of that tho. I'm guessing if your map's that red it'll take multiple trips, post a screenshot of the overview map? I'm not all that far ahead of you on ga...
by quyxkh
Sun Apr 23, 2017 2:34 pm
Forum: Gameplay Help
Topic: Help - I can't find any oil on my map!
Replies: 8
Views: 23706

Re: Help - I can't find any oil on my map!

Green science can get you pretty far with bullet and gun-turret damage, and shooting speed. lvl3 I think? Get a car, get your piercing ammo production going, two A2's is my usual, but if you're starting late three or four might be good, and biters won't be anything more than a nuisance for a good lo...
by quyxkh
Sat Apr 22, 2017 9:54 pm
Forum: Technical Help
Topic: [14.22] Linux: headless server running as service fails to write to saves folder
Replies: 11
Views: 4239

Re: [14.22] Headless Server Crash on Auto-save

192.168 is a LAN address, are you sure you're not trying to run the client with write-data set to `/opt/factorio` too? They can't share that.
by quyxkh
Fri Apr 21, 2017 2:22 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact Electric furnace.
Replies: 2
Views: 4720

Re: Compact Electric furnace.

Screenshot from 2017-04-20 19-18-23.png You mean like this? Blueprint string: H4sIAAAAAAAA/7Vc0W7qOBD9FcQzrLAdoNUVL/sjVyykVSQaUBJWrSr+fQPlVhvq8ZyZiZ8qVYydzPEc2+fY2R8nh+Nue5j83nyWdVd1VdluPj/r7Vu5mZaH ctc11W7+cm7q7a6czk7Htv/Jsd58vm/mYfaxmS/DZVZ15ds16vq3j3p56cOqf6vuY/523J8P5dxPZ7vjue42/nK5zO6tV3VbNl3Z...
by quyxkh
Thu Apr 20, 2017 11:29 pm
Forum: Ideas and Suggestions
Topic: Don't path to train stop if its exit condition's already met
Replies: 5
Views: 2100

Specifics: add "multiplex train" and train stop ids.

Multiplex trains get an assignable (presumably virtual) signal, like a combinator operand. Maybe make ordinary trains this way, just having a signal assigned is what makes them multiplex. Train stops get an assignable id number (technically, code number, since it's not required to be unique) that mu...
by quyxkh
Thu Apr 20, 2017 7:11 pm
Forum: Won't implement
Topic: Another request for something like game.read_file()
Replies: 10
Views: 3836

Re: Another request for something like game.read_file()

I think replays would get used more if there was an option to decouple/recouple the replay and recorded view -- so you could e.g. load a replay, set the speed to x64, bring up the map, and watch. Having replay save checkpoints so you could skip back would awesome.
by quyxkh
Thu Apr 20, 2017 1:22 pm
Forum: Ideas and Suggestions
Topic: Don't path to train stop if its exit condition's already met
Replies: 5
Views: 2100

Re: Don't path to train stop if its exit condition's already met

I was looking at the api and my first cut is to stutter-step the train, when it changes to on_the_path switch it to manual control, when it changes to manual control if I did that go in and check all the conditions at the stops on its schedule and rename any of the ones that fail, then switch it bac...
by quyxkh
Thu Apr 20, 2017 3:51 am
Forum: Technical Help
Topic: Autosave to primary file
Replies: 4
Views: 1385

Re: Autosave to primary file

Just start your server with `--start-server-load-latest`, that'll get the autosave if it's newer than the main save.

If I'm remembering it right you can also see this with the singleplayer mode, if you alt-F4'd out it starts up with the autosave preselected.
by quyxkh
Thu Apr 20, 2017 1:48 am
Forum: Gameplay Help
Topic: OCD layout help, tweak the left refinery to not stick out?
Replies: 2
Views: 1011

Re: OCD layout help, tweak the left refinery to not stick out?

I could get the vertical shrink by rotating the left corner refineries _if_ I could noodge the left center refinery. Mirror symmetry's the limit here anyway, the outputs have to go some particular direction. My inner OCD child is all enthusiastic about tiny-izing this thing. ... edit: but then I'd h...
by quyxkh
Wed Apr 19, 2017 11:01 pm
Forum: Gameplay Help
Topic: OCD layout help, tweak the left refinery to not stick out?
Replies: 2
Views: 1011

OCD layout help, tweak the left refinery to not stick out?

So I'm working on this refinery setup: Screenshot from 2017-04-19 15-29-36.png and I wonder if there's any way to noodge that refinery one step to the right? Here's the blueprint string H4sIAAAAAAAA/8VabW/iPBD8KxWf4eS82A468VtOPMStIkGCAj1dhfrfn3AFkoa1PRPU6yekdie7Ozu78RrK5mnbbNbbp1+rk6uP1bFyh9XpVK93bj...
by quyxkh
Tue Apr 18, 2017 8:42 pm
Forum: Ideas and Suggestions
Topic: Don't path to train stop if its exit condition's already met
Replies: 5
Views: 2100

Don't path to train stop if its exit condition's already met

(edited because I learned current pathing just prefers to avoid currently-occupied stations, it will still go there) Trains pathing to stations they can't do anything with feels wrong. With some limits, planning around them is interesting and feels rewarding. This one, not so much, local loops need ...
by quyxkh
Tue Apr 18, 2017 12:45 pm
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 7912

Re: Additional Virtual Signals for Operating on Red and Green

I think this maybe could be available via a mod, as a part (like the loaders) that can be enabled that way, but not in the base game. it might make some things easier to figure out, but I think maybe it, like the loaders, would change the flavor of building drastically, and not turn out for the bett...
by quyxkh
Fri Apr 14, 2017 12:15 am
Forum: Resolved Problems and Bugs
Topic: [0.14.20] Robot stuck cause by lock chest
Replies: 7
Views: 3119

Re: [0.14.20] Robot stuck cause by lock chest

You can replace chests but keep their inventory intact, just click with an active-provider chest in hand, the robots will empty it, or with a steel chest in hand, the robots will ignore it. Change the chest type will also compact the inventory, that can get handy sometimes.
by quyxkh
Wed Apr 05, 2017 8:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Arch server connect/reconnect troubles
Replies: 10
Views: 3253

Re: [0.14.22] Arch server connect/reconnect troubles

Hunh. It works without changing the port for me, I do the copy-config.ini-change-the-write-path ritual above, fire up the server with that config and the moved server-settings.json (and the default port), and connect as usual. Could this be expectation left over from the p2p-networking days, when c...
by quyxkh
Wed Apr 05, 2017 4:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Arch server connect/reconnect troubles
Replies: 10
Views: 3253

Re: [0.14.22] Arch server connect/reconnect troubles

I made it so Factorio will put a .lock file into its write-data and call flock(2) on it to ensure no other Factorio process is using the same directory. Thank you! Automatically using separate write-data on headless would be more involved, and you'd have to edit the config to change the port anyway...

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