Search found 341 matches

by torne
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 ...
by torne
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
by torne
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 ...
by torne
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...
by torne
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 ...
by torne
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...
by torne
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.
by torne
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.
by torne
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...
by torne
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...
by torne
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...
by torne
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 :)
by torne
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.
by torne
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!
by torne
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.
by torne
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...
by torne
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...
by torne
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 :)
by torne
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...
by torne
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...

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