Search found 152 matches

by evildogbot100
Wed Jul 12, 2017 3:00 pm
Forum: Gameplay Help
Topic: Productivity and speed module have cap ?
Replies: 6
Views: 2818

Re: Productivity and speed module have cap ?

The cap is probably referring to maximum productivity the game can handle. Probably if due to insane productivity you complete several hundreds product per tick the machine can't put more item to the output inventory.
by evildogbot100
Tue Jul 11, 2017 9:40 pm
Forum: Modding help
Topic: general questions about modding
Replies: 10
Views: 2859

Re: general questions about modding

Next Question Q2 : Why do collisions need masks? The term 'collision mask' begs the question, what does an unmasked collision look like? I assume it looks bad, thats why it needs a mask, so we don't have to look at it. I think you better read a modding tutorial and read the modding api first, lots ...
by evildogbot100
Tue Jul 11, 2017 8:35 pm
Forum: Modding help
Topic: electric2x2 fail
Replies: 6
Views: 1625

Re: electric2x2 fail

Unzip the mod, go to prototypes folder inside the mod, open entities.lua, change line 52 to this

filename = "__base__/graphics/entity/electric-furnace/electric-furnace-base.png",
by evildogbot100
Tue Jul 11, 2017 8:27 pm
Forum: Modding help
Topic: general questions about modding
Replies: 10
Views: 2859

Re: general questions about modding

The title is completely different than the content of your question. You should write "doodad" in the title so people know what are you asking at a glance. Answer : Doodad is decoratives, cosmetic only stuffs. "doodad-layer" is one possible collision mask usually used so that 2 d...
by evildogbot100
Tue Jul 11, 2017 8:14 pm
Forum: Ideas and Suggestions
Topic: Train Labels
Replies: 19
Views: 5536

Re: Train Labels

This is a good QOL suggestion. If the devs read this, I can't see why it shouldn't be implemented.
by evildogbot100
Tue Jul 11, 2017 8:07 pm
Forum: Ideas and Suggestions
Topic: Automatic infinite research
Replies: 21
Views: 5555

Re: Automatic infinite research

What happens to the science progress done if you let it run all night and are only halfway finished with mining productivity 798234, but had forgotten to change it to bot speed 9000 and want to change it before it's complete? The progress is saved, meaning if you are already 70% at mining prod 7982...
by evildogbot100
Tue Jul 11, 2017 7:53 pm
Forum: Ideas and Suggestions
Topic: Automatic infinite research
Replies: 21
Views: 5555

Re: Automatic infinite research

bobingabout wrote:Depending on where you are and what you're doing, automatically starting the next level of infinite research... Might not be something I'd actually want.
Well, that's why I said make it an option.
by evildogbot100
Tue Jul 11, 2017 3:27 am
Forum: Ideas and Suggestions
Topic: Automatic infinite research
Replies: 21
Views: 5555

Automatic infinite research

TL;DR The game should automatically assign the next level of research for technology that has infinite level. What ? The game should automatically assign the next level of research for technology that has infinite level, possibly starting from when it has space science as requirement. At least give...
by evildogbot100
Mon Jul 10, 2017 3:17 pm
Forum: Railway Setups
Topic: high capacity unloading station
Replies: 13
Views: 49147

Re: high capacity unloading station

Waiting bay are much thinner than actual station, also for a station that thin, the throughput is severely limited. Also without waiting bay, you rarely able to make a station has near 100% uptime (duration it is loading/unloading). Since the throughput of a station also depends on its uptime, it is...
by evildogbot100
Sun Jul 09, 2017 2:29 pm
Forum: General discussion
Topic: The Research Theory
Replies: 2
Views: 1384

Re: The Research Theory

Do you use productivity module on everything possible? Because if yes, the numbers shouldn't be that high. I got 100 iron, 50 copper, 136 crude oil from my calculation including space science. For your information, there is a mod that gives you in-game production calculator including what modules yo...
by evildogbot100
Sun Jul 09, 2017 10:02 am
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 74
Views: 22339

Re: [MOD 0.15] Diesel Locomotive

dtoxic wrote:any workaround for this not working with 15.28?
No...
by evildogbot100
Fri Jul 07, 2017 8:36 am
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 74
Views: 22339

Re: [MOD 0.15] Diesel Locomotive

This mod no longer works since 0.15.28 because the devs now has restricted a lot of features about trains and rails to be unmodable.
by evildogbot100
Tue Jul 04, 2017 2:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.26] Save corrupted when uninstalling mod
Replies: 7
Views: 1470

Re: [0.15.26] Save corrupted when uninstalling mod

Nah, it's submitted already. I'm not saving any time, sadly.
by evildogbot100
Tue Jul 04, 2017 2:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.26] Save corrupted when uninstalling mod
Replies: 7
Views: 1470

Re: [0.15.26] Save corrupted when uninstalling mod

Do I just accidentally killed my own mod? Btw, this bug doesn't happen only for different rail category, normal rail category also bugged.
by evildogbot100
Tue Jul 04, 2017 8:21 am
Forum: Mods
Topic: [MOD 0.15] Overmind
Replies: 6
Views: 3868

Re: [MOD 0.15] Overmind

I have no idea, one of your mod that tweaks spawner might be incompatible with my mod. It seems like my mod fails to detect some biter spawner in that game. I will try to find a way to work on this.
by evildogbot100
Tue Jul 04, 2017 7:52 am
Forum: Ideas and Suggestions
Topic: Allow taking map screenshot
Replies: 0
Views: 537

Allow taking map screenshot

TL;DR Allow a script to take screenshot of the game map (the pixelated map, not the game surface) What ? Exactly as the title and tldr Why ? At some point, megafactories or gigafactories, taking screenshot of your whole factory really obscures the detail and most machines look a bit same-ish from c...
by evildogbot100
Tue Jul 04, 2017 4:00 am
Forum: Ideas and Suggestions
Topic: Enable God mode/spectator mode on replay
Replies: 0
Views: 623

Enable God mode/spectator mode on replay

Why do we see replay? Because we want to see the process of our factory came to be. So, I think it is nice to see your factory in an overview during replay as an option. Plus, if possible, allow script to take screenshot during replay. This will aid making timelapse so much.
by evildogbot100
Mon Jul 03, 2017 8:01 am
Forum: Mods
Topic: [MOD 0.15] Overmind
Replies: 6
Views: 3868

[MOD 0.15] Overmind

Type: Mod Name: Overmind Description: Make biter base interconnected on creep and create special biter based on what resources are around License: MIT Version: 0.1.1 Release: 2017-06-19 Tested-With-Factorio-Version: 0.15.23 Category: Gameplay Tags: Enemies Download-Url: https://mods.factorio.com/api...
by evildogbot100
Mon Jul 03, 2017 5:50 am
Forum: General discussion
Topic: I think I've built myself into a corner.... well 4.
Replies: 9
Views: 4027

Re: I think I've built myself into a corner.... well 4.

It seems pretty significant, cutting away unused areas might work for a while.

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