Search found 152 matches

by evildogbot100
Sun Jan 21, 2018 11:55 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 55742

Re: So... Let's talk about bots, and how to fix them properly...

You are correct at nailing the real problem of bots. They just don't present enough problem to be fun. There is just not many optimisation tricks you can do with bots. Unfortunately, I still think that any change to bots except for complete overhaul won't cut it to raise its complexity. That's why o...
by evildogbot100
Thu Jan 18, 2018 8:00 am
Forum: General discussion
Topic: Mega-Base from the devs
Replies: 17
Views: 11813

Re: Mega-Base from the devs

Honestly, even if bots are nerfed to the ground, they still have the fundamental issue of being simple. There is much fewer optimisations trick you can do with bots than you do with belts. That's why the idea of replacing bots with cable car seems the best solution for me. UPS-wise, you can buff bot...
by evildogbot100
Tue Jan 16, 2018 1:54 pm
Forum: Modding help
Topic: Graphic tint on terrain
Replies: 4
Views: 1882

Re: Graphic tint on terrain

How about decoratives?
by evildogbot100
Tue Jan 16, 2018 1:27 pm
Forum: Modding help
Topic: Graphic tint on terrain
Replies: 4
Views: 1882

Graphic tint on terrain

Hello, is it possible to use tint for terrain graphics? To reduce atlas as well as file size.
by evildogbot100
Tue Jan 16, 2018 10:40 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128117

Re: [MOD 0.14] Alien Biomes

I noticed that a lot of assets are just a recolor of each other, is it possible to just use tint while referring to the same file to reduce atlas? Also to reduce file size as well. Edit : it's actually impossible for terrain but fine for decoratives https://forums.factorio.com/viewtopic.php?f=25&...
by evildogbot100
Mon Jan 15, 2018 9:31 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128117

Re: [MOD 0.14] Alien Biomes

I don't know if it is intended but I think those trees don't belong there. Disabled all terrain except frozen, then this thing happened.
by evildogbot100
Mon Jan 15, 2018 4:15 am
Forum: General discussion
Topic: Improving Logistic Bots - Cable Roads
Replies: 4
Views: 2192

Re: Improving Logistic Bots - Cable Roads

This is actually good. Part of why I don't use bots isn't because of their cheaty throughput. Even if they are nerfed to the ground I still not interested in using them. My main reason being they are just too simple. With belts, you have to deal with space limitation, routing, belt weaving, compress...
by evildogbot100
Sat Jan 13, 2018 3:07 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 53669

Re: [MOD 0.16] Helicopters

I don't know, it's not my idea so I haven't think of that, if SHIFT+H is unused, you could use that also I think. H for helicopter for both hotkey seems nice.
by evildogbot100
Thu Jan 11, 2018 6:50 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 53669

Re: [MOD 0.16] Helicopters

CTRL+H maybe, H for helicopter. Besides as long as it is configurable it's not a big deal.
by evildogbot100
Tue Jan 09, 2018 9:25 am
Forum: Ideas and Suggestions
Topic: Belt Bridges
Replies: 10
Views: 4982

Re: Belt Bridges

Whatever you do, only 1 lane of belt can be shown in an intersection. The current overground belt is functionally the same as your suggestion.
by evildogbot100
Tue Jan 09, 2018 4:26 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 53669

Re: [MOD 0.16] Helicopters

Also, is it possible to make the helipad have no health so that biters don't attack it? Seems weird when they attack what is essentially paintings on the floor.
by evildogbot100
Tue Jan 09, 2018 4:22 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 53669

Re: [MOD 0.16] Helicopters

Feature Request :
-Option for clean helipad that doesn't come with heli-pad-concrete.
-Option to hide the controller gui and use a hotkey instead to open it, similar to helmod.
by evildogbot100
Thu Jan 04, 2018 4:29 pm
Forum: Won't fix.
Topic: [posila] [0.16.13] Fluid wagon tank indicators not lining up
Replies: 5
Views: 3068

Re: [posila] [0.16.13] Fluid wagon tank indicators not lining up

I thought it is just indicating which rail it is attached to.
by evildogbot100
Wed Jan 03, 2018 5:44 am
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 74
Views: 22253

Re: [MOD 0.16] Diesel Locomotive

Updated for 0.16 with fuel tank overhaul so it doesn't use some weird workaround with hidden fluid wagon anymore. Overall it is a lot more stable than the previous version but some animation no longer possible. Now also use the old Factorio locomotive graphic to differentiate with vanilla locomotive
by evildogbot100
Tue Dec 26, 2017 5:43 am
Forum: Already exists
Topic: Please make god_inventory_changed an event
Replies: 1
Views: 1241

Please make god_inventory_changed an event

As the title said, changing main inventory trigger an event, changing cursor stack trigger an event, why can't this be an event.
by evildogbot100
Mon Dec 25, 2017 1:39 pm
Forum: Won't implement
Topic: Allow multiple filter to fluidbox
Replies: 2
Views: 1146

Allow multiple filter to fluidbox

Hello, is it possible to add support for multiple filtered fluid to fluidbox, I need that for my mod.
by evildogbot100
Mon Dec 25, 2017 5:15 am
Forum: Modding help
Topic: Mod with large number of prototype
Replies: 1
Views: 712

Mod with large number of prototype

I'm making a mod that needs large number of entity prototype, around several hundreds in number, mostly as a hidden entity that replicate the behaviour that I want. How does these prototypes affect performance in any way provided that all of them only use core/graphic/empty.png (a 1x1 empty graphic).
by evildogbot100
Sun Dec 24, 2017 3:55 pm
Forum: Modding discussion
Topic: Pump's input-output pipe connection
Replies: 0
Views: 552

Pump's input-output pipe connection

I have noticed for a while that if you put an "input-output" pipe connection on an entity type pump, it behaves exactly like "output" pipe connection. Is that intended or not? I thought it should behave as a connection whose type is governed by other entity connecting it. Like if...
by evildogbot100
Sat Dec 23, 2017 8:29 pm
Forum: Modding help
Topic: How to hide no power warning of an entity prototype
Replies: 2
Views: 774

How to hide no power warning of an entity prototype

Hello, how do you disable the red/yellow triangle for an entity prototype when an entity is not powered by electric network. There is LuaElectricEnergySourcePrototype:render_no_network_icon and LuaElectricEnergySourcePrototype:render_no_power_icon but no idea what to put on data.raw
by evildogbot100
Sat Dec 23, 2017 5:39 pm
Forum: Modding discussion
Topic: Electric energy source prototype category
Replies: 1
Views: 971

Electric energy source prototype category

Hey guys, any idea what is "category" field in LuaElectricEnergySourcePrototype object is? I checked on every electricity using entity and they all return "basic-solid". What are they used for?

Go to advanced search