Search found 69 matches

by hyspeed
Mon Jul 09, 2018 5:53 am
Forum: Multiplayer / Dedicated Server
Topic: Full headless server setup guide
Replies: 21
Views: 43527

Re: Full headless server setup guide

I recall having a similar problem.

I _think_ I re-zipped the file one a Windows PC to a .zip file so that it would be recognized by the unzip command.

jon
by hyspeed
Sat Jun 23, 2018 12:40 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 31395

Re: Aren't construction bots available too late?

What puzzles me is that I have never seen a design or blueprint for a starter base to produce them early on . Could there be something else needed that we've missed? The first modular armor is relative difficult. Yes, we already concluded that "personal/portable bots" are not viable at th...
by hyspeed
Mon Jun 18, 2018 2:30 pm
Forum: Questions, reviews and ratings
Topic: Mod for belt immunity
Replies: 4
Views: 2412

Re: Mod for belt immunity

Hi,

I feel the same way.

I took a look at the mod that fits into power armor and I think it would possible to change it to be based on a different item. It is currently based on the Night Vision item.

Perhaps the pistol?
I will put a comment in the mod discussion.


jon
by hyspeed
Thu Jun 07, 2018 11:29 pm
Forum: Technical Help
Topic: [16.39]Error loading scenario save after game update.
Replies: 4
Views: 1801

Re: [16.39]Error loading scenario save after game update.

I just had this happen with today's update. That's too frustrating to deal with.

Thanks for the info, at least I know the cause.
by hyspeed
Fri Jun 01, 2018 9:18 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 60777

Re: Friday Facts #245 - Campaign concept

Hi, I would like to see the blue science packs tweaked. The numbers for it just don't seem to fit correctly with the other science packs. I think the attached image explains it better than I can. ScienceFactories.png I think simply reducing the cycle time to 8 or 10 seconds (from 12) would help bala...
by hyspeed
Sat Jan 20, 2018 12:41 am
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 41555

Re: Friday Facts #226 - New mod portal & other news

Hi,

As for conventions, there is a series here in the US called PAX.

I think you should attend some of those.


jon
by hyspeed
Fri Dec 29, 2017 2:52 pm
Forum: Mods
Topic: [MOD 0.15] More Floors 1.2.3
Replies: 77
Views: 37273

Re: [MOD 0.15] More Floors 1.2.3

Thanks!

I am considering it, but until the compressed belts decision is changed, I won't be working on it. Without the inserters fully compressing the belts, I would have to do a lot of re-work and would lose what efficiency there is in the layouts.

jon
by hyspeed
Thu Nov 16, 2017 1:36 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 23094

Re: Roboport Grid Layout v04

Hi,

I haven't played in a while, but this is the last save I worked on.


jon
by hyspeed
Tue Aug 22, 2017 12:51 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 23094

Re: Roboport Grid Layout v04

Hi, Rocket science is sent to the labs along the right side of the map and grid. Out of the launching area, there is a belt that goes a bit left, then up for a couple grids, then goes all the way to the right and up to the science area. In the research grid, there is a belt along the right side that...
by hyspeed
Thu Aug 17, 2017 10:01 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 23094

Re: Roboport Grid Layout v04

Thanks!

I am hoping with 0.16 the belts will be more optimized and the base will be better.

I may also create a bot version of this - e.g. migrate this to bots.

jon
by hyspeed
Sun Jul 09, 2017 8:24 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 23094

Roboport Grid Layout v04

Hi, A while ago, I shared my Roboport Grid Layout and here is an updated version for 0.15. The basic idea is a series of grids that are 48x48 tiles with a 2 tile 'walkway' in between. This sizing allows for complete roboport coverage. The exception is the center 'main bus' which is 58 high x 48 wide...
by hyspeed
Thu Jun 08, 2017 11:37 am
Forum: Implemented Suggestions
Topic: Add ability to blueprint trains
Replies: 24
Views: 9151

Re: Add ability to blueprint trains

I would love to set the filters on the cargo wagon from a blueprint. Currently, when I move to a new save, I have to create a screenshot of my specialty trains (solar, combat, outpost), then manually put these filters into the new wagon. I only do this once per map, so it isn't something I paste rep...
by hyspeed
Wed May 24, 2017 2:48 am
Forum: Multiplayer / Dedicated Server
Topic: Full headless server setup guide
Replies: 21
Views: 43527

Re: Full headless server setup guide

Hi,

Have you made any progress on your update?

I plan to install a server over the upcoming holiday weekend (US).

thanks,
jon
by hyspeed
Sat May 06, 2017 4:31 pm
Forum: Mods
Topic: [MOD 0.15] More Floors 1.2.3
Replies: 77
Views: 37273

Re: [MOD 0.14] More Floors 1.0.6

Hi,

Are the two new arrow floors supposed to have walking speeds of 170% & 165% or should they be 175% & 180%?
They are more expensive in terms of iron.


thanks,
jon
by hyspeed
Fri May 05, 2017 7:55 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 74064

Re: Friday Facts #189 - Specifying the 1.0

Hi,

A quick comment about the blueprint based gameplay - I think random is an essential part of Factorio.

jon
by hyspeed
Wed May 03, 2017 3:19 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Key to force clicked item to trash slot
Replies: 0
Views: 516

[Request] Key to force clicked item to trash slot

Hi, I would like to have an easy way to force a clicked item into the character's trash slot. Currently, when an item in inventory is Shift-Left-clicked, it may go to the tool belt or it may go to the trash slot, depending on the item type. When I want to trash something that would normally go to th...
by hyspeed
Wed May 03, 2017 3:12 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Hotkey to reverse item in hand
Replies: 0
Views: 453

[Request] Hotkey to reverse item in hand

Hi,

With the addition of Shift-R to rotate in the reverse direction from R, if we could press Ctrl-R to reverse the item, only one press would be needed for all rotations.

thanks,
jon
by hyspeed
Mon May 01, 2017 4:29 pm
Forum: Mods
Topic: [MOD 0.15] More Floors 1.2.3
Replies: 77
Views: 37273

Re: [MOD 0.14] More Floors 1.0.6

Hi!

that is fantastic!

The arrows look great - I use 2x2, so it fits perfectly.

How does it align with your colored concrete along the edge? Is it smooth / distinct?

thanks,
jon
by hyspeed
Fri Apr 28, 2017 10:27 pm
Forum: Mods
Topic: [MOD 0.15] More Floors 1.2.3
Replies: 77
Views: 37273

Re: [MOD 0.14] More Floors 1.0.6

Hi,

Thanks for the quick reply!

No hurry - I have a large base to re-floor. Yes, I would like smooth edges. I will try the alien metal tile.

I saw the arrow gate with the hazard edges - it didn't look great either, I agree.

I am looking forward to trying out what you come up with.

jon
by hyspeed
Fri Apr 28, 2017 7:47 pm
Forum: Mods
Topic: [MOD 0.15] More Floors 1.2.3
Replies: 77
Views: 37273

Re: [MOD 0.14] More Floors 1.0.6

Hi, I use your mod quite a bit and want to point out a little issue with the blending on the edges. I'm using a "walking path" between grids on my base with the change to "Arrow Gate" edges and backgrounds, things don't look quite right. This is a screenshot of things I am workin...

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