Search found 341 matches
- Wed Mar 08, 2017 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Satellite Lifts Fog of War
- Replies: 7
- Views: 3753
Re: Satellite Lifts Fog of War
I don't think the biters do anything unless the chunk they're in is active. Chunks covered by radar (the short range that keeps the map lit up) are active, but chunks that have nonzero pollution are also active. So, if the satellite kept all the discovered chunks active, that would reduce UPS since ...
- Tue Mar 07, 2017 11:38 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network components.
- Replies: 1
- Views: 1175
Re: Circuit network components.
Having compact components for features like this would make some complex circuits smaller and simpler by reducing the number of parts needed, but it's definitely possible to send a pulse with a determined interval simply without any belts: https://wiki.factorio.com/Combinator_Tu ... Generators
- Mon Mar 06, 2017 10:23 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503079
Re: Undefended solar farm away from base
Hello, I'm new here and was wondering if it is possible to build a fairly undefended solar farm away from my main base. Since, as far as I know, attacks are mainly triggered by pollution would this farm be left alone? If nothing at the base generates pollution the natives will never send an attack ...
- Thu Mar 02, 2017 2:36 pm
- Forum: General discussion
- Topic: How to stop alien respawns?
- Replies: 2
- Views: 6216
Re: How to stop alien respawns?
They prefer not to settle near player structures when possible, but if they've already expanded into all the other space they'll eventually decide that being near your structures is better than nothing. Disabling enemy expansion should work, though. Maybe you have to kill all the existing aliens, li...
- Thu Mar 02, 2017 12:12 am
- Forum: Gameplay Help
- Topic: Mod disabled Hand Crafting
- Replies: 3
- Views: 1311
Re: Mod disabled Hand Crafting
Probably the mod adds alternative recipes that build the same items. The multi-step automatic crafting logic can't deal with this reliably and will just pick one possible recipe to use, even if it's one that you can't make with the available ingredients and there's a different recipe that you could ...
- Tue Feb 28, 2017 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Change Default Auto Save 2min to 15min.
- Replies: 18
- Views: 16651
Re: Change Default Auto Save 2min to 15min.
On Linux you can in principle just fork() at the point the save occurs, and have the child process do the actual saving while the main process immediately carries on playing the game - letting the kernel deal with doing the copy-on-write work to duplicate the state where necessary. This would requir...
- Sat Feb 25, 2017 1:05 pm
- Forum: Gameplay Help
- Topic: Trainstation Disaster
- Replies: 4
- Views: 1929
Re: Trainstation Disaster
Replace the orange-circled signal with a chain signal, and then you can safely add a regular signal in front of the station.
- Sat Feb 25, 2017 9:21 am
- Forum: Gameplay Help
- Topic: trains and inserters
- Replies: 7
- Views: 3499
Re: trains and inserters
You can't yet, but I think it's being added in 0.15.
- Thu Feb 23, 2017 5:06 pm
- Forum: Gameplay Help
- Topic: how does enemy expansion work?
- Replies: 3
- Views: 4771
Re: how does enemy expansion work?
First the enemies decide where to expand to, then they try to path there, and if they are blocked by your walls they will attack the walls to try to get to where they want to go. So, as long as you have turrets defending the walls, they will just get killed on the way. Only proximity to player struc...
- Tue Feb 21, 2017 3:41 pm
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19150
Re: traction of bidirectional trains
Even if locomotives were symmetrical, it would still be possible to prevent trains being able to drive backwards in automatic mode, by simply not placing a locomotive on both ends of the train. That's not how it currently works - the locomotive doesn't have to be at the front, having "pusher&q...
- Mon Feb 20, 2017 7:32 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217856
Re: Bugs & FAQ
The vanilla assemblers consume more power at each tier, but consume less power per item produced because the increase in speed is higher than the increase in power. This seems like it's generally reasonable in both real life and game balance terms, and a number of the machines in bobs also work this...
- Thu Feb 16, 2017 11:51 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217856
Re: Bugs & FAQ
Yup, thanks, disabling infinite ores is working fine now
- Thu Feb 16, 2017 4:25 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217856
Re: Bugs & FAQ
Yes, I started multiple new games and infinite ores were always present when using angel's and RSO, regardless of whether the disable-infinite-ores trigger was there or not. I didn't test without RSO.
- Thu Feb 16, 2017 10:16 am
- Forum: Energy Production
- Topic: Oil Power Plants, reliable way of making electricity.
- Replies: 42
- Views: 66731
Re: Oil Power Plants, reliable way of making electricity.
Oops, sorry; I just realised I was accidentally replying to a much earlier post in the thread Nevermind!
- Thu Feb 16, 2017 9:08 am
- Forum: Gameplay Help
- Topic: Need help with refinery
- Replies: 8
- Views: 1792
Re: Need help with refinery
If your tanks are hooked up correctly it should produce all three products until one of the tanks is full, even if you aren't using any of them at all. If adding a plastic plant made it do something then it sounds like the petroleum tank (at least) wasn't actually connected.
- Thu Feb 16, 2017 9:05 am
- Forum: Energy Production
- Topic: Oil Power Plants, reliable way of making electricity.
- Replies: 42
- Views: 66731
Re: Oil Power Plants, reliable way of making electricity.
Two light oil to solid fuel plants isn't enough to keep up with a full speed refinery: they only consume 4.1666 light oil per second, but the refinery can produce 4.5/s (plus the additional light oil from cracking heavy). One petroleum to fuel plant also isn't enough. One heavy to light cracking per...
- Wed Feb 15, 2017 10:32 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217856
Re: Bugs & FAQ
The "Disable infinite ores" trigger mod no longer seems to be working with RSO - infinite ores are still generated for all the ore patches outside the starting area. Tested with RSO 2.3.3, Infinite Ores 0.5.2, Refining 0.6.5, version 0.1.2 of the trigger, and the latest of all of bob's mod...
- Wed Feb 15, 2017 4:56 pm
- Forum: Modding help
- Topic: Strategies for moving electricity between surfaces?
- Replies: 5
- Views: 1417
Re: Strategies for moving electricity between surfaces?
Yeah, I guessed that was probably the case looking at the API - thanks for confirming it. So, I'm just curious what other hacky workarounds people might have thought of other than the method Factorissimo uses
- Wed Feb 15, 2017 4:11 pm
- Forum: Modding help
- Topic: Strategies for moving electricity between surfaces?
- Replies: 5
- Views: 1417
Strategies for moving electricity between surfaces?
I'm trying to make a mod which uses multiple surfaces as "floors" and I want to be able to transport things between floors. I've been using the very neat Factorissimo code as a reference for some general strategies for this and I have a working implementation for items and liquids, but ele...
- Wed Feb 15, 2017 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Escape small island
- Replies: 33
- Views: 11684
Re: Escape island
The map isn't always the same if you change the resource/water/enemy generation parameters. Changing the seed just moves the origin (start location) across the plane of the perlin noise, but changing the generation parameters changes the perlin noise itself, and so the actual distribution of the res...