Search found 117 matches
- Wed Jun 01, 2016 1:37 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The kilobase
- Replies: 11
- Views: 10931
Re: The kilobase
part 2 So now we get to the refinery, one of the only places where I considered ratios while designing. ...and I probably got the ratios wrong. Because that's what happens when I try to work out the maths in this game (yeah, I got a bachelor's degree in math, but that was 1992, eek. I've had plenty ...
- Wed Jun 01, 2016 5:08 am
- Forum: Not a bug
- Topic: [0.12.35] area of event.on_chunk_generated is to big
- Replies: 3
- Views: 1066
Re: [0.12.35] area of event.on_chunk_generated is to big
you're missing a little on the math notation: it's x: n*32 (inclusive) => (n+1)*32 (exclusive) I think the fn returns 0 and 32 because in C the loop wouldn't be : "for x = 0,32", it would be "for ( x = 0; x < 32; x++ )" in other words, the function is correct for the internal API...
- Tue May 31, 2016 7:19 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The kilobase
- Replies: 11
- Views: 10931
The kilobase
It's not good enough to be a Mega base, but it's about as decent as I can get it in vanilla 0.12. It wasn't always vanilla - you'll note the huge "explored" area, because I was running RSO Radar for a bit. I also had a bunch of nixie tubes showing quantities backed up for iron/copper/stone...
- Tue May 31, 2016 2:58 am
- Forum: Show your Creations
- Topic: Mega-ish Bot Bus Chain Base
- Replies: 11
- Views: 7749
Re: Mega-ish Bot Bus Chain Base
Dangling items are only a one-time cost, anyway. In the long run they depreciate to negligible.
- Sun May 29, 2016 10:13 pm
- Forum: Implemented Suggestions
- Topic: More Blueprint functions
- Replies: 7
- Views: 3231
Re: More Blueprint functions
There's a mod for No1 (Blueprint Flipper - https://forums.factorio.com/viewtopic.php?f=92&t=23106 ) and for No3 sorta (Blueprint String - https://forums.factorio.com/viewtopic.php?f=92&t=13651 - turns your blueprint into a string you can share with other people, but also, incidentally, with ...
- Sat May 28, 2016 11:56 pm
- Forum: Modding help
- Topic: technology icon
- Replies: 4
- Views: 1737
Re: technology icon
they were probably trying to be nice to modders who had 64x64 icons but no time to update them. rather than ruin the appearance of their mods...
- Sat May 28, 2016 2:23 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Left-Right Load Balancer
- Replies: 82
- Views: 56120
Re: [MOD 0.12.x] Left-Right Load Balancer
hrm. burner inserters don't flash a "no fuel" icon even when they're empty. I don't know anything about modding, though, there might be some other reason they are unacceptable.
- Thu May 26, 2016 12:13 am
- Forum: Ideas and Suggestions
- Topic: Wish we had a mode to show belt direction better
- Replies: 11
- Views: 5293
Re: Wish we had a mode to show belt direction better
Or, you know, have a key that hides the products and puts non-moving arrows on belts so you can tell if they're pointed the right way. The OP's issue wasn't with upgrades, but directionality - the blue on dark-grey for express belts is often hard to read, even if your system isn't covering all the u...
- Sun May 22, 2016 9:53 am
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 17026
Re: trying to make a mod, accidentally crashed my whole computer
Some Operating Systems handle this better than others, as well. It's hard to get Linux to crash with a bad process (though quite possible - if you fill the partition /tmp is on, or slow it down so hard that you can't get at the console to issue the kill command), but somewhat easier to get Windows t...
- Sun May 22, 2016 7:48 am
- Forum: Mods
- Topic: [MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.1
- Replies: 14
- Views: 23876
Re: [MOD 0.12.x] Factorio, Directed by Michael Bay 0.1.0
the other edition is Factorio: directed by JJ Abrams
everything has so much lens flare you can't really see what's going on in the game.
everything has so much lens flare you can't really see what's going on in the game.
- Sun May 22, 2016 4:26 am
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 55562
Re: Best. Start. Ever. (sarcasm)
LOL
at least you won't have any issues with biters
at least you won't have any issues with biters
- Sun May 22, 2016 3:01 am
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 17026
Re: trying to make a mod, accidentally crashed my whole computer
I'm not on the development team. Just another programmer with some thoughts. Which is why I emphasized the part where I agreed with you about having an extra-protection mode for developing mods. When you say: "checking how much RAM it's using shouldn't slow it down at all"... you should sa...
- Sun May 22, 2016 2:50 am
- Forum: Pending
- Topic: [Pending] Equipment is not being powered
- Replies: 6
- Views: 1832
Re: Items in Modular armor ,basic - mk2 are not being powered
Does the Forum allow attachments as big as a whole late-game save? The OP might have to use one of those file-sharing sites. Question for the original poster: does your armor have personal roboports? I thought my armor was bugged for a while until I looked more carefully (right click on armor, hover...
- Sun May 22, 2016 2:04 am
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 17026
Re: trying to make a mod, accidentally crashed my whole computer
Any such sandbox is going to mean extra processing time to watch what the mod is doing. I could see a case for an opt-in extra-protection mode you use while developing a mod , but why punish *all* mods by making them slower just because very occasionally someone *might* write an infinite loop? "...
- Sat May 21, 2016 5:08 am
- Forum: Show your Creations
- Topic: Progress on my new Factory (formerly: help me fix it)
- Replies: 19
- Views: 8120
Re: Help Fix My Trains? (formerly: my Base) [fixed]
My new iron setup. I dunno if it'll work, but at least it looks intimidating. Someone asked someone else "why are all your trains sitting in stackers when they could be unloading?" So this is my attempt to respond to that question (which wasn't directed at me). This set-up really speaks to...
- Thu May 19, 2016 3:54 am
- Forum: Mods
- Topic: [MOD 0.14.x] Left-Right Load Balancer
- Replies: 82
- Views: 56120
Re: [MOD 0.12.x] Left-Right Load Balancer
but mixed up like that is exactly what I would want. no one actually asked kindly I didn't ask for it at all. In context: so is this your expected behavior? but mixed up like that is exactly what I would want. I hadn't been in the thread before, but saw a question and thought I could answer it help...
- Tue May 17, 2016 7:20 am
- Forum: Implemented Suggestions
- Topic: holding z should continually drop items
- Replies: 32
- Views: 9057
- Mon May 16, 2016 3:19 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Left-Right Load Balancer
- Replies: 82
- Views: 56120
Re: [MOD 0.12.x] Left-Right Load Balancer
Dunno what Qon wants, but mixed up like that is exactly what I would want. I keep getting issues where only half my smelters absorb demand (when demand < full) - so instead of each, say, being down 50 plates, half are down 100, half are down 0 - so I have 100 smelts to sit through instead of 50 befo...
- Sun May 15, 2016 11:49 pm
- Forum: General discussion
- Topic: Productivity modules: where do you draw the line?
- Replies: 52
- Views: 20191
Re: Productivity modules: where do you draw the line?
Space is infinite, but if you involve logibos, spreading out can hurt performance.
- Sun May 15, 2016 9:16 pm
- Forum: Show your Creations
- Topic: Best random map settings for megabase building
- Replies: 3
- Views: 5468
Re: Best random map settings for megabase building
You think like 180-degrees opposite of me here on water: the reason for big ol' lakes outside the starting area is that it makes natural choke points for biter control. Also, because having limitations on building placement makes base building more of a puzzle than a chore.