Search found 214 matches

by Align
Wed Apr 06, 2016 11:03 am
Forum: Ideas and Suggestions
Topic: Give offshore pump an output arrow
Replies: 4
Views: 1546

Re: Give offshore pump an output arrow

Steam engines also don't have an input arrow, which might be why many new players wonder why their steam engines aren't working when they do this: https://i.imgur.com/Kdjb4Ml.jpg https://imgur.com/Kdjb4Ml (from https://www.reddit.com/r/factorio/comments/4d8e5r/steam_engines_not_generating_power_desp...
by Align
Tue Apr 05, 2016 4:35 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181128

Re: [0.12.x] RSO Discussion thread

Will that make it impossible to regenerate resources in a different configuration?
by Align
Mon Apr 04, 2016 6:51 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181128

Re: [0.12.x] RSO Discussion thread

Hey, is there an easy way to magnify all pollution produced (while proportionally reducing the effect it has on evolution level) so the red cloud reaches more nests and agitates more biters? Partially because there's less nests in the same area with RSO so it becomes too easy to clear out everything...
by Align
Thu Mar 24, 2016 10:03 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181128

Re: [0.12.x] RSO Discussion thread

Demosthenex wrote:we want no guaranteed starting area
Do you mean as in no guaranteed one of each resource near spawn?
by Align
Mon Mar 21, 2016 12:01 pm
Forum: Ideas and Suggestions
Topic: "Not enough construction robots" alert should be silent
Replies: 4
Views: 1626

"Not enough construction robots" alert should be silent

It's nice that the "turrets engaged with enemy" alert doesn't cause any sound since it's not something that needs immediate attention, compared to structures taking damage (which stops needing your attention once you have construction bots but I digress). Construction robots not having the...
by Align
Mon Mar 21, 2016 7:58 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181128

Re: [0.12.x] RSO Discussion thread

It'll use the changed settings from then on out, but anything that's already generated will be unchanged.
by Align
Fri Mar 18, 2016 4:28 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211024

Re: Electric energy

While a pollution-free nuclear reactor makes sense from a realism perspective, I don't think it fits that late-game energy generation is unavoidably green. Like, it should be an option, but not the best option unless you're specifically going for low pollution, and currently solar is the best for ev...
by Align
Thu Mar 17, 2016 5:16 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134878

Re: Friday Facts #129 - The late game

SteelRodent wrote: (or even borrow the borehole from Alpha Centauri since we don't care about the environment)
Yes. Hell yes.
by Align
Wed Mar 16, 2016 8:19 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181128

Re: [0.12.x] RSO Discussion thread

Recently I've been playing a game with halved starting resources and most importantly larger chunk size (11), causing everything to be more spread out and increase in richness slower. http://i.imgur.com/dU4IaXC.jpg It's not perfect, had to set nest chance to 1 to get a decent fight, and the starting...
by Align
Sun Mar 13, 2016 5:03 pm
Forum: Mods
Topic: [MOD 0.12.x] Time Lapse Mod
Replies: 27
Views: 34401

Re: [MOD 0.12.x] Time Lapse Mod

Here's another RSO game timelapse: https://gfycat.com/DigitalShamefulChafer
Don't expect to continue that one as it just got too frustrating with the walls not leaving space and resupplying the turrets.
by Align
Sun Mar 13, 2016 10:42 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211024

Re: Electric energy

I feel like what's needed most is another source of infinite energy, but one that pollutes, so you're choosing between green power or cheap power. There's oil, but you need that for so much other stuff, and it still uses boilers+steam engines, which are better than solar panels but still not very co...
by Align
Sat Mar 12, 2016 3:06 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181128

Re: [0.12.x] RSO Discussion thread

Actually that reminds me, I tried setting starting_richness_mult = 0.1 but got an error: http://imgur.com/5GLX6Jn
by Align
Sat Mar 12, 2016 9:12 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181128

Re: [0.12.x] RSO Discussion thread

Default settings do feel rather generous for everything except oil now.
by Align
Sat Mar 12, 2016 8:42 am
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134878

Re: Friday Facts #129 - The late game

I can't say I relate to all this talk about green science tier being mostly waiting after it's set up, but I think that's because of RSO and needing to scout with my car and set up train lines. So, if you're going to do something similar with default resources being richer further out, it might not ...
by Align
Fri Mar 11, 2016 5:04 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134878

Re: Friday Facts #129 - The late game

My suggestions: - Generate some ore garbage when smelting , this is a subproduct (like with oil) that you must handle (maybe you have to store or you can dump in the ground creating pollution), later in the game you could start smelting that garbage ore (like with plutonium). - Create a deep mining...
by Align
Fri Mar 11, 2016 4:30 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134878

Re: Friday Facts #129 - The late game

I'm all for vanillafied RSO, but I don't see how the dirty ore mechanic would really help with the issue of moving drills being too fiddly; I'd sooner expect to see something like Mining bots. I mean dirty ore sounds like it might be an interesting and fun logistics challenge, but it's not in itself...
by Align
Thu Mar 10, 2016 3:12 pm
Forum: Mods
Topic: [MOD 0.12.x] Time Lapse Mod
Replies: 27
Views: 34401

Re: [MOD 0.12.x] Time Lapse Mod

To change the settings, you need to open the mod's folder and edit config.lua
The folder it saves screenshots in can be changed there, too, though I believe it has to be under the "script-output" folder, which is right next to the "mods" folder.
by Align
Fri Mar 04, 2016 8:06 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181128

Re: [0.12.x] RSO Discussion thread

Wonderful! I also discovered something cool; since you can set RSO to override spawning mechanics entirely, setting Starting Area to none will let you spawn in a world with none of those annoying puddles taking up space, while still spawning enemies at a reasonable distance from you and guaranteeing...
by Align
Mon Feb 29, 2016 8:54 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181128

Re: [0.12.x] RSO Discussion thread

Scouting with a car works fine, it's just that if I were to bump up biter frequency and such settings high enough that defence would be more like a vanilla game it'd also make scouting as hard as in vanilla, so it's either the one problem or the other.
by Align
Mon Feb 29, 2016 7:45 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181128

Re: [0.12.x] RSO Discussion thread

Is there some way to tweak biter spawning so there's more closer to you, but without making them so frequent further out that you can't scout with your car? I'd like walls and turrets to be more necessary...
Smaller starting area kinda helps, but that also means resource patches spawn much closer.

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