Search found 291 matches

by <NO_NAME>
Mon Feb 19, 2018 9:03 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 38785

Re: Version 0.16.25

This will render some of my carefully designed solutions obsolete but COMPRESSION!!!
by <NO_NAME>
Thu Feb 15, 2018 3:10 pm
Forum: Ideas and Suggestions
Topic: Transferring tasks between normal and personal roboport
Replies: 8
Views: 2529

Re: Transferring tasks between normal and personal roboport

I would imagine it as a switch button with options "Player only", "Non-player only" and "All". It would affect all blueprints/deconstructions placed by this particular player. For example if I want to pick up a line of belts to move it two squares to the left, it is ver...
by <NO_NAME>
Thu Feb 15, 2018 2:56 pm
Forum: Outdated/Not implemented
Topic: Electric network cable connections saved in the blueprint
Replies: 47
Views: 20179

Re: Electric network cable connections saved in the blueprint

impetus maximus wrote:yup need this. frustrating having to rewire something i have blueprinted.
even if you had to check [do not auto connect copper wires] or something like that.
This defeats the whole point of some blueprints, e.g. if they are too big and complex to manually fix them every time after placement.
by <NO_NAME>
Wed Feb 14, 2018 10:26 pm
Forum: Mod portal Discussion
Topic: IDEA: Email notification on discussion
Replies: 6
Views: 3282

Re: IDEA: Email notification on discussion

Klonan wrote:Yes this is something we would like to implement, and some extension to the discussions features also,

We are currently search for a python developer to help us, but until we find someone nothing can be done
Any progress?
by <NO_NAME>
Thu Jan 25, 2018 8:24 pm
Forum: Ideas and Suggestions
Topic: Cliff impact should damage car.
Replies: 7
Views: 2332

Re: Cliff impact should damage car.

It worked that way in testing and it was *really* annoying because of how much damage you'd take from hitting a cliff. You'd lose 5-10% of your vehicles health every time you hit a cliff. Following this logic, there should be no damage from hitting trees too. There are much more trees and there are...
by <NO_NAME>
Tue Jan 23, 2018 11:22 pm
Forum: Modding help
Topic: Change textures of ores
Replies: 6
Views: 2193

Re: Change textures of ores

steinio wrote:
The link leads to the mod edit page and not to the overview.

But nice idea so far.
Fixed. (This feeling when your shameless self-advertising backfires.)
by <NO_NAME>
Tue Jan 23, 2018 8:42 pm
Forum: Modding help
Topic: Change textures of ores
Replies: 6
Views: 2193

Re: Change textures of ores

Here are all fields that need to be replaced to change look of an ore. Maybe this will help someone else. data.raw["item"][oreName .. "-ore"].icon = "..." data.raw["resource"][oreName .. "-ore"].icon = "..." data.raw["resource"][o...
by <NO_NAME>
Tue Jan 23, 2018 3:53 pm
Forum: Modding help
Topic: Change textures of ores
Replies: 6
Views: 2193

Re: Change textures of ores

steinio wrote:Shouldn't the "item" be "resource"?

The "item" is what you mine.
Thanks! That was the problem.
by <NO_NAME>
Tue Jan 23, 2018 1:48 pm
Forum: Modding help
Topic: Change textures of ores
Replies: 6
Views: 2193

Change textures of ores

I'm trying to change colors of iron and copper ores because the Internet is laughing at us . I've found prototypes in file "prototypes/entity/demo-resources.lua" and it was looking pretty straightforward. I can change icon of ore item with single line: data.raw["item"]["iron...
by <NO_NAME>
Fri Jan 19, 2018 4:54 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373125

Re: Friday Facts #225 - Bots versus belts (part 2)

Koub wrote:
PacifyerGrey wrote:Make bots consume greater amounts of energy based on active bots number in the network.
Have a base powered by nuclear with bots supplying nuclear cells to the reactors.
Add some bots.
Get a brownout.
Get steamrolled by the biters.
Start a new base.
Only N00Bs don't have any backup power supply.
by <NO_NAME>
Sat Jan 13, 2018 9:46 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373125

Re: Friday Facts #225 - Bots versus belts (part 2)

Shados wrote:<Something that I am unable to describe>
This forum needs kudos so much.
by <NO_NAME>
Sat Jan 13, 2018 9:41 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373125

Re: Friday Facts #225 - Bots versus belts (part 2)

Factorio is not a competetive game. It is a sanbox game. It is fine stuff is not well balanced. LOL! I'm saw that opinion a few times in this thread. It is basically like writing "Factorio is a sandbox game so is it fine if it sucks." - just a few levels down. No, the game should be well-...
by <NO_NAME>
Sat Jan 13, 2018 2:15 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373125

Re: Friday Facts #225 - Bots versus belts (part 2)

And two more ideas: Buff Belts by Adding a Copy/Paste Tool It makes me crazy that this mod seems not work any longer: https://mods.factorio.com/mods/mickael9/cut-and-paste Adding such a tool instead of quite unhandy blueprint makes constructions so much simpler. Buff Belts by Making Construction Si...
by <NO_NAME>
Fri Jan 12, 2018 9:55 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373125

Re: Friday Facts #225 - Bots versus belts (part 2)

Don't forget to add research that will unlock option to filter via spliters. Prioritizing sides is ok but filtering is too overpowered for early game.
by <NO_NAME>
Fri Jan 12, 2018 7:32 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373125

Re: Friday Facts #225 - Bots versus belts (part 2)

Splitter filters are actually not a new thing. There was some designs that do that before, e.g. viewtopic.php?f=18&t=19114&start=10#p122988
They are hard to use though and they take too much space so it is a welcomed change.
by <NO_NAME>
Fri Jan 12, 2018 7:27 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373125

Re: Friday Facts #225 - Bots versus belts (part 2)

I have yet another idea to improve belt throughput. Make another tier "insanely-fast-betls" BUT inserters wouldn't be able to use it. This would help in mega factories when main buses have 8 or more belts for each basic material. Player would be able to use spliters to merge 2 (or even mor...
by <NO_NAME>
Fri Dec 15, 2017 9:53 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 58445

Re: Friday Facts #221 - 0.16 is out

I don't have opinion about side-loading but inserters should not compress belts. Don't tell me that I designed my complicated, splitter-filled furnace layout for nothing!
by <NO_NAME>
Wed Jun 07, 2017 5:13 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 60389

Re: Personal robots prioritize nearest first

i guess it is the way it is for performance reasons. This could be a problem with stationary logistic site, but personal roboports don't cover that much ground. It should be possible. Simplest solution: User controlled construction zone size. With ctrl-scroll. User reduce zone size, and bots works ...
by <NO_NAME>
Sat May 27, 2017 12:13 pm
Forum: Resolved Problems and Bugs
Topic: 0.15.15 Crash - Pinning Achievements
Replies: 3
Views: 1211

Re: 0.15.15 Crash - Pinning Achievements

I can also confirm this. Linux Mint 18 x64

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