Search found 152 matches
- 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...
- 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...
- 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?
- 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.
- 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&...
- 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.
- 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...
- 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.
- 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.
- 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.
- 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.
- 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.
-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.
- 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.
- 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
- 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.
- 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.
- 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).
- 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...
- 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
- 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?