Search found 2124 matches

by Ranakastrasz
Thu Jan 29, 2015 1:12 am
Forum: Duplicates
Topic: Inserters stealing from Robots
Replies: 2
Views: 3081

Inserters stealing from Robots

Inserters can take items from Robots.

Ensure one or more inserters are in the path of a robot. Set up a path for robots to carry items across the inserters.

Great for contaminating your setup.
by Ranakastrasz
Mon Jan 26, 2015 1:46 am
Forum: Mods
Topic: [0.11.11] Canister Mod
Replies: 5
Views: 8015

Re: [0.11.11] Canister Mod

By their nature, there is no way to have two recipies for the same item without having two Recipies displayed. You could make a new "canister" tab however. Also, I would prefer the canisters, used in recipies, to be recycled, as in, a second output with those canisters. I hate wasting reso...
by Ranakastrasz
Mon Jan 26, 2015 1:43 am
Forum: Ideas and Suggestions
Topic: Desync Debug Data
Replies: 0
Views: 611

Desync Debug Data

Suggest that on Desync, the error message tell you the information that is relevent. Display the conflicted unit, it's id, location, and whatever trait is inconsistant. Such as, with the current Exosuit equipment, it would tell you that player A's gamestate has player A's player unit at one location...
by Ranakastrasz
Sat Jan 24, 2015 11:47 pm
Forum: Implemented Suggestions
Topic: Death Chest
Replies: 9
Views: 6635

Death-Chest

joined cause identical -- ßilk Suggest that on death the game be able to either drop all of your stuff on the ground, like old chest explosions, or else create a chest(s)/place a chest(s) near your location with all of that stuff. Possibly an abnormally large chest, with enough space for everything...
by Ranakastrasz
Sat Jan 24, 2015 6:55 pm
Forum: Ideas and Suggestions
Topic: Fusion Generator
Replies: 5
Views: 1823

Re: Fusion Generator

Eh, it doesn't matter significantly. This was a fragment suggestion anyway. due to the rules disallowing multiple suggestions. this is largely a fragement of my powered armor suggestion.
by Ranakastrasz
Sat Jan 24, 2015 5:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] Dysync related to exosuit and 32bit versus 64bit
Replies: 7
Views: 2075

Exosuit Equipoment Desync

Multiplayer "Basic Exosuit Equipment" causes desync. Conjure powered armor t2, fusion reactor, a single basic exosuit equipment. save, host as multiplayer. Allow another to join. Walk around with said modular setup. Does not occur with multiple exosuit equipments. Only one. Disabled all mo...
by Ranakastrasz
Sat Jan 24, 2015 5:07 pm
Forum: Ideas and Suggestions
Topic: Fusion Generator
Replies: 5
Views: 1823

Re: Fusion Generator

Do you perhaps mean 5 MW? Because 5kW would be way, way too low. And 40 seconds per artifact means that I, personally, would never use the fusion generator. It takes a fair bit of time to gather them, and I'm not always out destroying nests, so I could easily run out. Alien artifacts also aren't au...
by Ranakastrasz
Fri Jan 23, 2015 10:52 pm
Forum: Ideas and Suggestions
Topic: Hydraulic Module
Replies: 0
Views: 630

Hydraulic Module

corrected subject title (hydralic) -- ßilk Suggest lesser version of the standard exosuit equipment. Use 2 electric engines, a few red circuits. Cost 50 energy, give 5% boost to speed. Size 2 tall, 1 across. Use 10 to make standard exosuit equipment, along with some blue circuits, and whatever else...
by Ranakastrasz
Fri Jan 23, 2015 10:51 pm
Forum: Ideas and Suggestions
Topic: Fusion Generator
Replies: 5
Views: 1823

Fusion Generator

Following the assumption of the modular fusion generator using Alien artifacts as fuel, a building which does the same, would make sense.

~5k power output, ~6x6 footprint. Uses an artifact every 40 seconds, meaning 200k output per artifact.
by Ranakastrasz
Fri Jan 23, 2015 10:44 pm
Forum: Ideas and Suggestions
Topic: Powered Armor, Additional Power Generation Ideas
Replies: 1
Views: 884

Powered Armor, Additional Power Generation Ideas

-Steam Generator. 2x2, Uses steam engine, boilers. Ignoring water consumption due to lack of any method of getting it into the armor. Using new slot, consume coal, fuel cubes, or other burnables to produce power. ~100 power output. This is a moderately powerful generation method, good for earlier ga...
by Ranakastrasz
Mon Jan 19, 2015 8:34 pm
Forum: Modding help
Topic: Flamethrower Mechanics
Replies: 1
Views: 1087

Flamethrower Mechanics

I cannot figure out how the Flamethrower works. It seems to create an entity, similar to the poison cloud. However, it also seems to move, and gets blocked by stuff. I can't see how that actually occurs. I want to make it pierce through objects. I also want to extend it's duration, but I can't find ...
by Ranakastrasz
Mon Jan 19, 2015 8:32 pm
Forum: Modding help
Topic: Damage Change
Replies: 6
Views: 2295

Re: Damage Change

That isn't the problem. It works great with a loop, although for the Explosive rocket, i need two nested loops for that to work. I would prefer referring to it directly however.
by Ranakastrasz
Mon Jan 19, 2015 8:08 pm
Forum: Modding help
Topic: Damage Change
Replies: 6
Views: 2295

Re: Damage Change

That works. However, Is there a way to refer directly to the particular branch without a for-loop?
by Ranakastrasz
Mon Jan 19, 2015 2:34 am
Forum: Technical Help
Topic: Fullscreen Issues
Replies: 0
Views: 1279

Fullscreen Issues

Two problems. Using WIndows 7 Factorio, when I use the options fullscreen checkbox, sets you to fullscreen, but I cannot then minimize. If i hit the windows key or use alt-tab, while the taskbar shows up, I cannot show desktop or move to any other view. If I go into options, I can then disable fulls...
by Ranakastrasz
Mon Jan 12, 2015 3:46 am
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75094

Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26

The Steel-Chemical mess is a bit of a problem. To make steel components, you need Basic Chemistry and Blue Assemblers. However, you unlock those recipes far earlier. I think steel tech should unlock Chemical plants, and those liquid recipies (salt + water for t1 chemical pack, or similar) should use...
by Ranakastrasz
Sat Jan 10, 2015 4:25 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75094

Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26

I am uncertain how you are expected to get access to steel parts without already going into the chemical-based tech area
Also, Liquid bronze doesn't exist so far as I can see, except for making bronze parts later.

I am very happy to finally have enough bronze parts to build stuff I want finally!
by Ranakastrasz
Fri Jan 09, 2015 10:59 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75094

Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26

-The booster modules should have tooltips on what they effect. It took experimentation to figure that out. Also, allow recycling of old boosters. -Drill - All drills, or at least those bronze and above, should have the module slot for the drill. Unless I suppose only the T2 and T3 electric drills su...
by Ranakastrasz
Wed Jan 07, 2015 11:34 pm
Forum: Ideas and Suggestions
Topic: Robots should understand combat drops.
Replies: 26
Views: 5872

Re: Robots should understand combat drops.

It is very much not clear.

After reading it four times, I have a theory on what you mean.

You are implying that Robots should not be willing to travel outside for supplying the player or similar if there are Biters around, to avoid them dying.
by Ranakastrasz
Sun Jan 04, 2015 1:05 am
Forum: Modding help
Topic: Multiplayer Migration
Replies: 2
Views: 1123

Multiplayer Migration

I am unsure how to manage recipie migration, specifically in Multiplayer. It gives an error when you load, using the default one.
game.player.force.resetrecipes()
by Ranakastrasz
Sun Jan 04, 2015 1:04 am
Forum: Modding help
Topic: Mod causes crash on loading
Replies: 1
Views: 956

Mod causes crash on loading

This mod seems to work. However, in multiplayer, on saving with it, then trying to reload, it fails to load, freezing with a generic error message.

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