Search found 36 matches

by Nick-Nack
Sat Sep 17, 2016 7:47 pm
Forum: Ideas and Suggestions
Topic: Varying recipy components
Replies: 5
Views: 1555

Re: Varying recipy components

So there's no random number generator in mods?
by Nick-Nack
Sat Sep 17, 2016 12:26 am
Forum: Balancing
Topic: Handcrafting and handfeeding are overpowered
Replies: 2
Views: 2330

Handcrafting and handfeeding are overpowered

Having played a little bit of Official Factorio Team Challenge and having watched some Factorio speed runs: Handcrafting and handfeeding coal to furnaces is overpowered. In a game about building factories, doing things manually shouldn't be a winning strategy. I don't have a really good solution yet...
by Nick-Nack
Sat Sep 17, 2016 12:12 am
Forum: Ideas and Suggestions
Topic: Use blueprints before construction bots
Replies: 1
Views: 1152

Use blueprints before construction bots

Given the newest blog post about keeping blue prints between games, it would be great if we could use blueprints before having construction bots . Instead of bots placing the items from the logistics network, you would need to get close to each ghost building and click it while having the building i...
by Nick-Nack
Sat Sep 17, 2016 12:09 am
Forum: Ideas and Suggestions
Topic: Varying recipy components
Replies: 5
Views: 1555

Varying recipy components

One thing I really like about Factorio is figuring out how to best set up a factory for optimal throughput. Unfortunately, once you know the optimal setup, the game looses a lot of appeal (for example think about the 3-to-2 green circuit setup basically everyone uses before modules). It would be gre...
by Nick-Nack
Wed Jun 08, 2016 12:28 pm
Forum: Ideas and Suggestions
Topic: Sound plays on circuit condition
Replies: 2
Views: 965

Re: Sound plays on circuit condition

Is there a mod that allows to play sounds based on network conditions? That would IMHO be enough for most use cases.
by Nick-Nack
Sun Jun 05, 2016 1:11 pm
Forum: Outdated/Not implemented
Topic: Hard mode: Spill items from belts and inserters
Replies: 18
Views: 6440

Re: Hard mode: Spill items from belts and inserters

Thing is, even a little bit of spillage wouldn't hurt if your setup is right, as it would spill onto the empty parts of the belt.
by Nick-Nack
Fri Jun 03, 2016 7:11 pm
Forum: Ideas and Suggestions
Topic: Logistic Bots Idea
Replies: 3
Views: 1099

Re: Logistic Bots Idea

There's already the player's logistics inventory. Maybe if you could lock items like in the quickbar: If you middle mouse click on a slot you can choose an item that is automatically moved to your logistics inventory whenever you gather it.
by Nick-Nack
Fri Jun 03, 2016 7:09 pm
Forum: Outdated/Not implemented
Topic: Hard mode: Spill items from belts and inserters
Replies: 18
Views: 6440

Re: Hard mode: Spill items from belts and inserters

Bascially: Don't use fully loaded belts, as they are prone to spillage :-)
by Nick-Nack
Thu Jun 02, 2016 4:18 pm
Forum: Mods
Topic: [MOD 0.15.X] Belt Overflow
Replies: 32
Views: 23779

Re: [MOD 0.12.34] Belt Overflow

Wow, I'm really impressed! Definitely will try this out this weekend! :)
by Nick-Nack
Wed Jun 01, 2016 7:04 pm
Forum: Outdated/Not implemented
Topic: Hard mode: Spill items from belts and inserters
Replies: 18
Views: 6440

Re: Hard mode: Spill items from belts and inserters

He was pointing out a funny problem with your simple implementation approach, not the idea as a whole. Yeah, maybe I was a little to vague in my description above :D I am interested in implementing this hard mode idea as a mod. Would you guys play it? I actually started thinking about implementing ...
by Nick-Nack
Wed Jun 01, 2016 2:06 pm
Forum: Outdated/Not implemented
Topic: Hard mode: Spill items from belts and inserters
Replies: 18
Views: 6440

Re: Hard mode: Spill items from belts and inserters

Doing it in exactly that fashion would have the hilarious side-effect of an entire compressed belt (if, e.g., being fed into by several fast inserters on converging lanes) spontaneously exploding into emptiness and a lot of scattered materials as soon as it hits the end. Because at that point all i...
by Nick-Nack
Tue May 31, 2016 8:34 pm
Forum: Outdated/Not implemented
Topic: Hard mode: Spill items from belts and inserters
Replies: 18
Views: 6440

Re: Hard mode: Spill items from belts and inserters

The first thing in my opinion isn't a bug, but a feature: Don't build a factory where items get to the end of a belt. And yes, circling it around might help, but as soon as the circle is full the items should spill at the point where they are inserted into the circle. Basically as soon as an item on...
by Nick-Nack
Tue May 31, 2016 6:44 pm
Forum: Outdated/Not implemented
Topic: Hard mode: Spill items from belts and inserters
Replies: 18
Views: 6440

Hard mode: Spill items from belts and inserters

Hi there! :) The idea: Introduce a hard mode where inserters and belts spill items on the ground when they cannot transport/insert anymore. Due to mods and starting conditions there is a lot of possibilities to make fighting the aliens harder. But for me and many other players, Factorio isn't about ...
by Nick-Nack
Tue May 31, 2016 3:30 pm
Forum: Modding help
Topic: Change code for inserters and belts?
Replies: 2
Views: 1413

Re: Change code for inserters and belts?

What a bummer. There are so many mods trying to make the combat harder, but for me the game is more about automization, and this would be an easy way to make this part of the game harder.
Well, maybe I can convince the devs to have a look at this some day :D
by Nick-Nack
Tue May 31, 2016 11:11 am
Forum: Modding help
Topic: Change code for inserters and belts?
Replies: 2
Views: 1413

Change code for inserters and belts?

Hi there! I would like to create a mod doing certain things, but based on what I found up to this point, I'm not sure if this is possible with reasonable effort. The idea is to make a harder version where it is even more important to balance resources. Therefore I would like to implement the followi...

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