Search found 152 matches

by doktorstick
Sun Sep 11, 2016 5:58 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 62482

Re: [0.12]Ideas, suggestions & discussion

Suggestion: FARL follows ghost rails when it encounters them. Why? I find it much easier to manually lay curves and twists-and-turns than try to guess when to start turning with FARL. Or, sometimes I will design track layout over a large area for aesthetics or follow the natural flow of the land. It...
by doktorstick
Sun Sep 11, 2016 12:59 am
Forum: Mods
Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
Replies: 17
Views: 11225

Re: [MOD 0.14] Hacked Splitters - bring balance to the belts

Updated to 1.0.6. Let me know if you encounter problems, particularly performance issues in mega-factories. My moderately large factory performs well, but I don't (haven't) build mega-factories
by doktorstick
Fri Sep 09, 2016 3:48 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209699

Re: [MOD 0.12.16] Upgrade planner - v1.1.9

Whenever you upgrade an entity using upgrade planner, the entity being replaced does not have its defines.events.on_preplayer_mined_item invoked and the upgraded entity does not have its defines.events.on_built_entity invoked. This effectively breaks any mod that needs state tracking initialized on ...
by doktorstick
Wed Sep 07, 2016 11:13 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315976

Re: [MOD 0.13.17] Rampant - 0.0.8

I would also like to see a change. Random poles and tracks out in the wild get nommed on and it's a bit of a hassle unless you cover every square inch with construction bots. I did like a bit of emergent gameplay where my laser tower push was cut-off because of the high-death-retreat-logic. They cir...
by doktorstick
Tue Sep 06, 2016 1:41 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426411

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien! - 6.3.1

Will Big Brother's technologies for improved radar speeds create performance enhanced terraformers?
by doktorstick
Sun Sep 04, 2016 1:51 am
Forum: Resource Spawner Overhaul
Topic: Bug reports
Replies: 125
Views: 51191

Re: Bug reports

RSO 2.2.0 is spawning new resources in the starting area each time a game is loaded. This is with an in-progress game that was started using RSO 2.1.0.
by doktorstick
Sun Sep 04, 2016 1:07 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426411

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien! - 6.3.1

Can someone share some tips on how to have a green factory? Sure, I can tell you what I've done. My evolution has dropped from ~40% down to ~19% since my green factory came online and I have four terraforming units. I'm not using any Bio/Tree-planting/Tree-expanding mods. I do have a mod called &qu...
by doktorstick
Wed Aug 31, 2016 4:49 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 299567

Re: [MOD 0.12.35|0.13] SmartTrains 1.0.0

For refueling... will an L-C train refuel at an Refuel L-C-L since it's technically compatible?
by doktorstick
Wed Aug 31, 2016 3:34 pm
Forum: Gameplay Help
Topic: Why isn't this lognet inserter enabled?
Replies: 4
Views: 1398

Re: Why isn't this lognet inserter enabled?

I didn't know you could change that circuit mode of a roboport, thanks.
by doktorstick
Wed Aug 31, 2016 3:03 am
Forum: Gameplay Help
Topic: Why isn't this lognet inserter enabled?
Replies: 4
Views: 1398

Why isn't this lognet inserter enabled?

Hello. Pictures are worth a thousand words. In short, the condition on the inserter is logi-bots > 0, there are 977 in the network with 350 being in the adjacent roboport.

Image
by doktorstick
Tue Aug 30, 2016 4:32 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282289

Re: [MOD 0.13.15] Robot Army. 0.2.2

I really liked this mod and would like to get back to using it at some point. To overcome the biter-AI-belt-logic problem, I had started putting robots in walled gardens. They were "free turrets" that I could pick up and "robot creep" whenever I needed to push back a biter nest. ...
by doktorstick
Tue Aug 30, 2016 3:09 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426411

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.4

Is anyone seeing an unknown key error when picking up the small artifacts? As if the localization is missing?
by doktorstick
Sat Aug 27, 2016 5:26 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426411

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.4

When constructing a new terraforming building N , how is its effectiveness calculated? 1 - 0.15N -- e.g., 0% effectiveness on 7th building 1 * 0.85^N -- e.g., 32% effectiveness on 7th building Also, will the enemies de-evolve? I had my evolution at 61% running the the Science Tweak Mod + Rampage + R...
by doktorstick
Fri Aug 26, 2016 7:38 pm
Forum: Not a bug
Topic: [0.14.1] Total raw inconsistency
Replies: 2
Views: 791

Re: [0.14.1] Total raw inconsistency

Rseding91 wrote:It displays ores if you're in cheat mode.
Oh thank goodness! I prefer the plates view :D And yes, I was in cheat mode since I was testing but didn't even dawn on me that that might have been the cause.
by doktorstick
Fri Aug 26, 2016 6:26 pm
Forum: Not a bug
Topic: [0.14.1] Total raw inconsistency
Replies: 2
Views: 791

[0.14.1] Total raw inconsistency

Over lunch, I was updating my mod and I noticed that the "Total Raw" now displays ores instead of plates. However, "Total Raw" still shows petroleum instead of raw crude oil. I didn't check recipes that use light oil, heavy oil, sulfur, or lubricant to see if their "Total Ra...
by doktorstick
Fri Aug 26, 2016 1:30 pm
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 61275

Re: Version 0.14.0

Does the mod portal Do the Right Thing(TM)? Meaning, does it find the highest level mod version that matches their Factorio version? If I have two versions of my mod, 1.0.0 (factorio_verison=0.13) and 1.0.1 (factorio_version=0.14) and someone on a .13 client browses for my mod, will it download 1.0....
by doktorstick
Thu Aug 25, 2016 2:59 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315976

Re: [MOD 0.13.17] Rampant - 0.0.5

Here's a video [1] at 54% evolution with the retreat oscillation. This happened about 15-20 times before I decided to record the video. Eventually they decided to attack but by then their numbers were thinned substantially (you can see the pile of bodies from the previous oscillations). That swarm a...
by doktorstick
Thu Aug 25, 2016 1:42 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315976

Re: [MOD 0.13.17] Rampant - 0.0.4

What level was your evolution at? Unfortunately, I don't know. My evolution from the same game is now at 52%. Maybe it was around 20-30%? I haven't noticed that behavior as much anymore, but I'm also not paying attention as closely since my automated defense keeps things under control. As an aside,...
by doktorstick
Tue Aug 23, 2016 6:35 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315976

Re: [MOD 0.13.17] Rampant - 0.0.4

I played a little last night with NE+Rampant+RSO. There are two observations--the first is about Rampant and the other I'm not sure about. 1) The tactical retreat makes it too easy to fend off waves of aliens. Previously, waves would swarm your defenses, possible damaging or destroying walls and tur...
by doktorstick
Tue Aug 23, 2016 4:49 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 89421

Re: [MOD 0.12.x, 0.13.x] Flow Control

Neat little mod! After playing with it some, my only comment is that I think the express pump is too damn good. Increasing flow by 5x would require around 12500% more power[1][2]. I'm not suggesting the pump should draw 125x the power or cost a bunch in materials--it's a fictional game, after all. I...

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