Search found 214 matches

by Align
Mon Jul 18, 2016 7:41 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 12315

Re: Thoughts on 0.13 Terrain Generation

Seems like it should be fixed in the next release! I've made some tweaks to our map generator, a bug or two related to map segmentation and completely replaced how starting areas are generated. Let's see if it will make you happy :-) Moving to fixed for next version. https://forums.factorio.com/view...
by Align
Sun Jul 17, 2016 1:52 pm
Forum: Resource Spawner Overhaul
Topic: RSO Configs thread
Replies: 19
Views: 13972

Re: RSO Configs thread

Been tweaking values for the last two hours to try and get something I like, but in the end it's hard to get around the inherent randomness; of the maps I generated I got one that had tons of copper but little else (solved by installing FAIR resources mod which flips resource field types if there's ...
by Align
Thu Jul 14, 2016 3:11 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 12315

Re: Did they change map generation?

Neotix wrote:Install RSO mod to change generation method.
RSO doesn't touch terrain generation, only resources
by Align
Wed Jul 13, 2016 8:41 am
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 12315

Re: Thoughts on 0.13 Terrain Generation

ssilk wrote:In this sense: there is no problem with the map generator in general, but with the transparency/reliability of the map generator...
If the starting area has problems, the map generator has problems.
by Align
Thu Jul 07, 2016 5:39 pm
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 15851

Re: Is the jump from science pack 2 to 3 too large?

Why does advanced oil processing need a separate science pack again? You're not getting any new products from it, you just shuffle a couple of pipes to do the same things you could do before, just more efficiently. I don't think they meant adv oil as in the research, but rather using more complex o...
by Align
Mon Jul 04, 2016 9:10 am
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 15851

Is the jump from science pack 2 to 3 too large?

Science pack 1 has the player get familiar with basic automation - mines leading to smelters leading to assembly machines leading to labs Science pack 2 requires more complex chains to be established, particularly the inserters, but it's not a huge jump. Science pack 3 has steel, which is odd since ...
by Align
Fri Jul 01, 2016 9:02 am
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 27010

Re: Feedback

Is enemy spawning really fixed in 2.0.3? I still get a screen full of biters if I just set starting area to None, but as soon as I set enemy base size to None I get the expected RSO enemy distribution.
by Align
Thu Jun 30, 2016 7:38 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 12315

Re: Thoughts on 0.13 Terrain Generation

About RSO - thanks for the nice screenshot. I did have a feeling that there are many more enemy bases suddenly. And I'm puzzled about it - I did not change anything in the mod code or config to change amount of enemies. I'm pretty sure it just doesn't remove the base game's enemies anymore, as it u...
by Align
Wed Jun 29, 2016 7:37 am
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 13634

Re: [0.13.0] Terrain segmentation

This also seems to produce a lot less trees than there used to be for me, presumably because there's "dry" biomes which don't allow trees to spawn everywhere, so pollution is more of an issue.
by Align
Tue Jun 28, 2016 3:51 pm
Forum: Mods
Topic: [MOD 0.15] Aquifer Drill
Replies: 15
Views: 8596

Re: [MOD 0.12.29] Aquifer Drill

v1.2.0 out, for compatibility with 0.13.
by Align
Mon Jun 27, 2016 7:22 pm
Forum: Mods
Topic: [MOD 0.12.X] Original Music, in "HD"
Replies: 11
Views: 21392

Re: [MOD 0.12.X] Original Music, in "HD"

Drat, can't use this mod with 0.13 if I want achievements...
by Align
Wed May 18, 2016 1:41 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 146799

Re: Electric energy

Yes solar power is OP atm (end game item). there is now drawback except darkness and once you have enoufgfhg batteries you can over come that. Like I once suggested Solar panels should get dirty and start dropping their energy output, to combat this you have robots that clean the panels. (for examp...
by Align
Wed May 11, 2016 2:16 pm
Forum: Ideas and Suggestions
Topic: Redo the power bars.
Replies: 29
Views: 10522

Re: Redo the power bars.

Really all you need is a "Net power" statistic that is either positive or negative.
by Align
Sun Apr 10, 2016 8:27 am
Forum: Modding help
Topic: Pollution/map_settings - how to kill trees faster?
Replies: 1
Views: 693

Pollution/map_settings - how to kill trees faster?

In map_settings.lua there's a lot of stuff relating to pollution and biters, and I particularly wanted to increase the spread of pollution without increasing the base amount, as I'm using RSO and enemies need to be further spread out to allow scouting by car. I figure one way of doing this is to wip...
by Align
Sat Apr 09, 2016 3:25 pm
Forum: Mods
Topic: [MOD 0.15] Aquifer Drill
Replies: 15
Views: 8596

Re: [MOD 0.12.29] Aquifer Drill

v1.1 out:
I changed the description, and also the recipe - it now requires a burner mining drill. Finally a good use for all those old things!
by Align
Sat Apr 09, 2016 7:49 am
Forum: Mods
Topic: [MOD 0.15] Aquifer Drill
Replies: 15
Views: 8596

Re: [MOD 0.12.29] Aquifer Drill

Aren't the regular water pumps infinite as well? Yep, plus they don't need fuel and work considerably faster. Excellent and simple mod. Would be more excellent if you just wrote the pump rate instead of saying 'mild'. I don't usually see mods (or vanilla buildings) provide such details, but it's go...
by Align
Fri Apr 08, 2016 4:15 pm
Forum: Mods
Topic: [MOD 0.15] Aquifer Drill
Replies: 15
Views: 8596

[MOD 0.15] Aquifer Drill

Aquifer Drill mod Name: Aquifer Drill Version: 1.2.4 Factorio-Version: 0.17 Description: Adds a burner-style drill that outputs water at 75 units/s. License: MIT license, see Github page Release: 2016-06-28 Download-Url: Download Website: https://github.com/Alignn/AquiferDrill or https://mods.facto...
by Align
Fri Apr 08, 2016 3:07 pm
Forum: Modding help
Topic: Is it really impossible to create new types?
Replies: 6
Views: 1473

Re: Is it really impossible to create new types?

Awesome, thanks! Took a bit of fiddling but I got it all to work.
by Align
Wed Apr 06, 2016 6:13 pm
Forum: Modding help
Topic: Is it really impossible to create new types?
Replies: 6
Views: 1473

Re: Is it really impossible to create new types?

Alright.

As for my specific attempt, should I look to using scripts in control.lua to get the desired effect? I suppose making it an assembling machine type and adding a recipe that just outputs water might work... though then it has to be manually selected each time.
by Align
Wed Apr 06, 2016 2:49 pm
Forum: Modding help
Topic: Is it really impossible to create new types?
Replies: 6
Views: 1473

Is it really impossible to create new types?

I've been trying to make a drill that can be placed anywhere and outputs water, but it seems I have to use the logic of an existing building type and work around it rather than create one that combines several; I can't just take the fluid output logic of the off-shore pump and add it to a pumpjack o...

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