Search found 111 matches

by Yehn
Wed Jan 10, 2018 7:54 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 113496

Re: [MOD 0.14] Alien Biomes

This might be something better reported to Factorio devs but... this makes the new game settings window awkwardly huge. I guess from the number of biomes. Also the collision on these trees seems a little wonky: https://i.imgur.com/kCulJer.png https://i.imgur.com/nPxQDEf.png (not using any collision ...
by Yehn
Fri Jan 05, 2018 7:57 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 288009

Re: Friday Facts #224 - Bots versus belts

The topic of bots has been something I've been modding to adjust for a bit, but I think bots are just one facet of the bigger issue of "free/resourceless/infinite" power. The argument goes like this: <good arguments> I therefore suggest the real issue here is free infinite power through s...
by Yehn
Fri Jan 05, 2018 7:40 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 288009

Re: Friday Facts #224 - Bots versus belts

The topic of bots has been something I've been modding to adjust for a bit, but I think bots are just one facet of the bigger issue of "free/resourceless/infinite" power. The argument goes like this: Bots are too powerful because their cost is negligible. The one-time cost of building any...
by Yehn
Fri Jan 05, 2018 7:28 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 288009

Re: Friday Facts #224 - Bots versus belts

Another option might be to remove roboport logistics areas linking? Could see logistics bots working in small defined areas to help support max speed beaconed buildings (which being the UPS peak is the megabase design), but the logistics bots can't move out of their roboport's zone. Construction bo...
by Yehn
Fri Jan 05, 2018 7:25 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 288009

Re: Friday Facts #224 - Bots versus belts

Oh, another thought. There's already an achievement for not using logistics. So... I think this sort of thing is good? It encourages people to try out the belt only playstyle as is, without forcing it.
by Yehn
Fri Jan 05, 2018 7:23 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 288009

Re: Friday Facts #224 - Bots versus belts

Play any other sandbox game akin to this-- Subnautica, Minecraft, Starbound, No Man's Sky, etc-- and you'll notice one thing. There's very little practical automation. You're expected to gather all your resources manually (maybe you can put down some kind of "check on it later" auto miner ...
by Yehn
Tue Apr 25, 2017 4:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] Desync report
Replies: 1
Views: 864

[0.15.1] Desync report

log file: 0.001 2017-04-25 09:15:12; Factorio 0.15.1 (build 29050, win64, alpha) 0.001 Operating system: Windows 7 Service Pack 1 0.001 Program arguments: "C:\Users\Kio\Desktop\Factorio\bin\x64\factorio.exe" "--mod-directory" "modskioku" "--mp-connect" "<...
by Yehn
Mon Apr 24, 2017 9:03 pm
Forum: Not a bug
Topic: [0.15.1] Minimap will not display pollution
Replies: 1
Views: 547

[0.15.1] Minimap will not display pollution

We're actually not sure if this is a bug or intended...

Although going into map mode allows pollution to display on the fullsized map, there does not appear to be any way to enable pollution on the minimap in the new UI.
by Yehn
Mon Apr 24, 2017 7:33 pm
Forum: Duplicates
Topic: [0.15] BLueprint library crash on: "BlueprintRecord::isAvailable"
Replies: 7
Views: 2987

[0.15] BLueprint library crash on: "BlueprintRecord::isAvailable"

Attempted to delete an empty blueprint book in my personal library while in multiplayer. 0.000 2017-04-24 12:28:05; Factorio 0.15.0 (build 29027, win64, alpha) 0.000 Operating system: Windows 7 Service Pack 1 0.000 Program arguments: "C:\Users\Kio\Desktop\Factorio\bin\x64\factorio.exe" &qu...
by Yehn
Tue Jan 17, 2017 2:47 am
Forum: Balancing
Topic: Assemblers... tier 1, 2 and 3
Replies: 6
Views: 3043

Assemblers... tier 1, 2 and 3

Aside from crafting speed, power drain, and module slots... each assembler also has ingredient restrictions. Tier 2 assemblers, ie "the blue ones" can accept 4 which is not too bad (though they cannot craft refineries, and tier 3 assemblers need oil industry to already be established). The...
by Yehn
Fri Jan 13, 2017 5:03 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 69049

Re: Friday Facts #173 - Nuclear stuff is almost done

So the emphasis will be on ore processing instead of cyclic system design...

Disappointing for me, honestly... was looking forward to that a lot more than a sprinkling of Angel's-esque flavor.
by Yehn
Tue Jan 10, 2017 5:01 pm
Forum: 1 / 0 magic
Topic: [14.21] Uknown CTD on startup
Replies: 7
Views: 2029

Re: [14.21] Uknown CTD on startup

I think lot of people just don't report issues ... especially if they happen just once. Thank you for the report. As I understand it, it happend once in many many starts of the game ... I looked at the line on which it crashed, but didn't see anything out of ordinary. I think it might have been cos...
by Yehn
Tue Jan 10, 2017 2:40 am
Forum: 1 / 0 magic
Topic: [14.21] Uknown CTD on startup
Replies: 7
Views: 2029

[14.21] Uknown CTD on startup

0.000 2017-01-09 19:37:34; Factorio 0.14.21 (build 25327, win64, alpha) 0.000 Operating system: Windows 7 Service Pack 1 0.000 Program arguments: "C:\Users\Kio\Downloads\Factorio_0.14.3\bin\x64\factorio.exe" "--mod-directory" "modsnight" 0.000 Read data path: C:/Users/...
by Yehn
Thu Dec 29, 2016 11:23 pm
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 35157

Re: [MOD 0.13] AutoPvP - automated PvP map and forces

Does this mod give players a way to join existing forces? Spacebook is overkill for what I want to do and I want it to be automated, but I also don't want every player to be FFA (unless they want to be..)
by Yehn
Fri Dec 23, 2016 7:01 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 30704

Re: Friday Facts #170 - Blueprint library GUI design and redesign

I really hope you have given some thought on how this will handle massive blueprint collections.
by Yehn
Sun Sep 25, 2016 4:36 am
Forum: Pending
Topic: [Kovarex] [14.9] Server stutters on player disconnect with NAT
Replies: 3
Views: 1064

Re: [Kovarex] [14.9] Server stutters on player disconnect with NAT

Ok. I haven't seen it on my mono-server (a small VM with only 1 factorio instance, only 1 IP and no special routing), which is why I thought maybe factorio was acting funny with NAT. But I'm definitely seeing it now.
by Yehn
Sat Sep 24, 2016 6:48 pm
Forum: Pending
Topic: [Kovarex] [14.9] Server stutters on player disconnect with NAT
Replies: 3
Views: 1064

[Kovarex] [14.9] Server stutters on player disconnect with NAT

When a player disconnects from a multiplayer session with a server behind NAT implemented with iptables, all players still in game will momentarily see the 'Server is not responding' progress bar. The exact time before the server starts responding again varies, can be less than a second or several s...
by Yehn
Sat Sep 24, 2016 10:53 am
Forum: Technical Help
Topic: [0.14.8] Bind factorio to a specific IP address
Replies: 1
Views: 653

Re: [0.14.8] Bind factorio to a specific IP address

Figured out a workaround using iptables NAT + firewalling, still would be nice to be able to bind directly..
by Yehn
Fri Sep 23, 2016 10:54 am
Forum: Technical Help
Topic: [0.14.8] Bind factorio to a specific IP address
Replies: 1
Views: 653

[0.14.8] Bind factorio to a specific IP address

Hi, I'm wondering if there's a way I can bind factorio to a specific IP/interface, instead of having it listen across all of them. I could not find a setting for this. It seems there are namespaces via the 'ip' program that can force an all-binding daemon to bind to a specific IP, but it would be ea...
by Yehn
Wed Sep 21, 2016 3:18 am
Forum: Ideas and Suggestions
Topic: v.14: Server speed scaling without disabling achievements
Replies: 4
Views: 1109

Re: v.14: Server speed scaling without disabling achievements

I agree, but if we had something like this, it solves both problems at once...

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