Search found 282 matches

by <NO_NAME>
Tue Jan 23, 2018 1:48 pm
Forum: Modding help
Topic: Change textures of ores
Replies: 6
Views: 1496

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: 251328

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: 251328

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: 251328

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: 251328

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: 251328

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: 251328

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: 251328

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: 40376

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: 186
Views: 37486

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: 735

Re: 0.15.15 Crash - Pinning Achievements

I can also confirm this. Linux Mint 18 x64
by <NO_NAME>
Fri May 19, 2017 5:29 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 105141

Re: Friday Facts #191 - Gui improvements

I have over 600 hours in Factorio and I like all this suggestions so I guess I'm weird or something.
Especially creating ghosts of things that you don't have in inventory would be very useful.
by <NO_NAME>
Sun May 07, 2017 1:03 am
Forum: Not a bug
Topic: [15.9] Severe performace loss
Replies: 18
Views: 3131

Re: [15.9] Severe performace loss

I have the same problem. I can confirm that this is the case also in 0.15.6.
Changing video memory usage or sprite resolution from high to medium solves it.
by <NO_NAME>
Thu May 04, 2017 10:16 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.21] Productivity Module + Drill
Replies: 4
Views: 3108

Re: [Rrrola] [0.14.21] Productivity Module + Drill

This still apply to 0.15.6
result.gif
result.gif (1.18 MiB) Viewed 2775 times
by <NO_NAME>
Wed May 03, 2017 11:07 pm
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 143
Views: 46331

Re: Train station skipping conditions

Bumping this thread. I'm not a fan of a lot of the additional ideas put forward in the middle of the thread, but I would still very much like to see my original idea implemented. I am going to try to implement it as a mod, if I can figure out all the UI stuff. I'm looking forward to it. If you succ...
by <NO_NAME>
Mon May 01, 2017 1:35 pm
Forum: Not a bug
Topic: [0.15.5] Furnace - Vanishing recipe indicator
Replies: 1
Views: 344

[0.15.5] Furnace - Vanishing recipe indicator

In Alt-view you can see icons on furnaces, which indicate which type of item is smelting. I found a way to make them disappear, although in both input and output slots have items. How to reproduce? One image is worth 1000 words. furnance bug.gif This happens every time on this save, even if I remove...
by <NO_NAME>
Mon May 01, 2017 12:53 am
Forum: Implemented Suggestions
Topic: [0.15.2] Allow putting deconstruction planners into library
Replies: 6
Views: 1594

Re: [0.15.2] Allow putting deconstruction planners into library

Also, allow to add them to blueprint books. (Or create new item: deconstruction book)
by <NO_NAME>
Sun Apr 30, 2017 10:03 pm
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 5564

Re: Additional Virtual Signals for Operating on Red and Green

Sorry that I'm answering so long. I was too preoccupied in 0.15. The problem is that the multiplying/dividing problem doesn't have any clever or interesting solution. It's just laying down a whole lot of combinators. Have you seen this yet? I would say XKnight's solution is clever and interesting. :...
by <NO_NAME>
Thu Apr 20, 2017 9:41 am
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 5564

Re: Additional Virtual Signals for Operating on Red and Green

If I had to multiply five red values by five green values, I would do it the clunky way with 10 combinators. If I had to do this calculation with 50 values I would lay down 100 combinators and be done with it. (My primary interest is the game, not the circuit network.) Of course you can multiply 5 ...
by <NO_NAME>
Wed Apr 19, 2017 2:32 pm
Forum: Off topic
Topic: A place to put music
Replies: 11
Views: 4018

Re: A place to put music

Best for building railroads: https://youtu.be/sQu86ztL4po ;-)

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