Search found 298 matches
- Fri Apr 06, 2018 11:29 pm
- Forum: Resource Spawner Overhaul
- Topic: "Distance"?
- Replies: 1
- Views: 1727
"Distance"?
Am I right — judging from my map "experiment" (I'm close to redoing) of leaving all ore settings at default, and RSO's default save for Region size upped to 50 (yup, I'm crazy :D) and Resource chance upped to .7 — that "distance" means "distance in regions"? I get a cop...
- Mon Apr 02, 2018 2:20 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 156678
Re: [MOD 0.16] Miniloader
Yes, it's long. ;-) { "mods": [ { "name": "base", "enabled": true }, { "name": "Additional-Turret-016", "enabled": true }, { "name": "armor-pockets", "enabled": true }, { "name": "Aspha...
- Sat Mar 31, 2018 5:21 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 156678
Re: [MOD 0.16] Miniloader
Now I get an error in data-updates.lua, line 12, "attempt to index local 'loader' (a nil value)".
Not using anything of Bob's but Ultimate Belts.
Not using anything of Bob's but Ultimate Belts.
- Fri Mar 30, 2018 6:02 pm
- Forum: News
- Topic: Price change
- Replies: 108
- Views: 40091
Re: Price change
I've been curious about something, and this seems like the perfect place to ask it. Most games I see on the market retail for $x.99 in stead of the next highest dollar amount. (I'm working with US dollars here.) So a game priced like Factorio at the 20 dollar range would be sold at $19.99. Factorio...
- Wed Mar 07, 2018 10:32 pm
- Forum: Balancing
- Topic: Enemies on Very Low, Very Small, Very Poor…
- Replies: 25
- Views: 10437
Enemies on Very Low, Very Small, Very Poor…
I have no idea where this should go, I just know that I hate this effect. If I want *SMALL* enemy bases, I don't expect bases with dozens of spawners. *ANYWHERE*, whether close to or far from base. Context: this is a snippet from the "Generate preview" map. Using RSO, but with "Use va...
- Mon Mar 05, 2018 1:41 am
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 45800
Re: Friday Facts #230 - Engine modernisation
So, release in 2019?
Changing engine is always a recipe fordisaster delays. Time and time again. Let's hope this (as pretty much everything Factorio, so there's that bit of hope) runs a lot smoother than should be expected.
Changing engine is always a recipe for
- Fri Feb 23, 2018 2:53 am
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 115
- Views: 118910
Re: [MOD 0.16] Squeak Through 1.2.2
I just noticed that you made Nixies squeakable! Yay! An essential (still disappointed at the lackluster vanilla change on that front) mod got even better!
Hardly used Nixies in 0.16 yet, so the one or two times I did I didn't try squeak (or rather squeeze ) through, so I didn't notice.
Hardly used Nixies in 0.16 yet, so the one or two times I did I didn't try squeak (or rather squeeze ) through, so I didn't notice.
- Tue Feb 06, 2018 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Construction Bot priority over Logistic Bot
- Replies: 4
- Views: 1274
Re: Construction Bot priority over Logistic Bot
Typically, you only build a structure once, whereas research tends to be a continuous production chain. If you've marked a heap for construction, wouldn't you want it built asap so it can start producing whatever the heap is meant to start producing? Even though it's late (but I was a happy Necroma...
- Tue Feb 06, 2018 2:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.12] Still having requester problems
- Replies: 15
- Views: 6997
Re: [Rseding91] [0.16.12] Still having requester problems
Buffer chests do have a lower priority than requester chests - by design. Let me get this straight (and, if you guys ever write a manual for this game, put it in): if both a buffer chest and a requester chest request an item, and there are fewer of that available than both request in total, the buf...
- Sat Jan 27, 2018 4:58 am
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 46325
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
If more PvP means you (have to) mess with SP and make it worse for people who don't want to PvP (me? Not even MP, nobody likes my style )… then no, it would not help, but hurt. Obviously, my personal opinion here is the absolute truth.
- Wed Jan 24, 2018 6:18 am
- Forum: Ideas and Suggestions
- Topic: Rename Everything/Anything to Not Exists/Exists
- Replies: 1
- Views: 809
Re: Rename Everything/Anything to Not Exists/Exists
"Everything > 4" reads perfectly fine. Same for "Anything < 100".
- Wed Jan 24, 2018 6:15 am
- Forum: Ideas and Suggestions
- Topic: Save game names
- Replies: 29
- Views: 10483
Re: Save game names
I'm so with the OP. And yes, this is still unfixed, and sadly I'm not getting any hopes up, but it's still damn annoying.
- Wed Jan 24, 2018 12:12 am
- Forum: Releases
- Topic: Version 0.16.18
- Replies: 26
- Views: 18162
Re: Version 0.16.18
Whee… this disabled the Avatars mod (and in turn, Vehicle Grid and Additional Turrets, but they can be enabled when Avatars is disabled). Because this one introduced a requirement for braking force being positive (and I guess it doesn't consider braking_power = "0W" as positive). Avatars u...
- Wed Jan 24, 2018 12:08 am
- Forum: Ideas and Suggestions
- Topic: Copy error message (not really a "suggestion")
- Replies: 1
- Views: 640
Copy error message (not really a "suggestion")
It would really be totally non-shit if we could copy the text of the error message when a mod falls foul of the current mod requirements. Typing it off the screen is so punch card.
- Mon Jan 22, 2018 1:09 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 41284
Re: Friday Facts #226 - New mod portal & other news
Change of tack with this post, from belts/bots to T-shirts. Could I suggest that you never make any more of the 'factorio gear' t-shirts. Make a new design instead. It's not as though you are short of great graphical images, from inserters to biters, so why not offer different designs each time aro...
- Fri Jan 19, 2018 5:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] Blueprints from map
- Replies: 10
- Views: 6834
Re: [Harkonnen] Blueprints from map
Ah, took me a while to find this. So, this "fix" (or the followup "fix") caused blueprints not being placed into invisible parts of the map, just (if you press shift) the part of the blueprint that's visible. Sweet. NOT.
- Fri Jan 19, 2018 3:07 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372262
Re: Friday Facts #225 - Bots versus belts (part 2)
Hello there! Tbh, I havn't read the entire forum atricle but I had a semi-long discussion with some friends of mine who worked in the gaming industry. I agree with the factorio devs that bots in the current build are gamebreaking. What freaking game are they breaking? I'm a fan of bots and I don't ...
- Sat Jan 13, 2018 3:49 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372262
Re: Friday Facts #225 - Bots versus belts (part 2)
One idea to fixing bots v belts is to give bots a pickup and drop-off time, during which other bots are unable to interact with the chest. This limits the throughput of them without ending up with the situation where you "just build more bots" because that doesn't work without adding more...
- Sat Jan 13, 2018 1:21 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372262
Re: Friday Facts #225 - Bots versus belts (part 2)
The solution to bots is NOT nerfing bots. It is nerfing chest access speed/volume and at the same time also allowing inserters faster ouput out of chests. Either through side inserters or through research upgrades increasing their maximum overall (not just for stack inserters) items per arm swing. ...
- Sat Jan 13, 2018 5:43 am
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 46043
Re: Belts vs Bots - A response to the latest FFF
I think Twinsen has his head stuck in postgame land. He's seeing players finally reaching Factorio's breaking points in the post post post game, but treating it like a flaw in the main campaign. It's not. Players are reaching those breaking points because their objective is to literally break the g...