Search found 152 matches
- 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...
- 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
- 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 ...
- 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...
- 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?
- 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.
- 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...
- 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?
- 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.
- 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.
- 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. ...
- 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?
- 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...
- 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
Oh thank goodness! I prefer the plates view 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.Rseding91 wrote:It displays ores if you're in cheat mode.
- 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...
- 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....
- 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...
- 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,...
- 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...
- 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...