Search found 137 matches

by Syrchalis
Sat Jun 03, 2017 12:01 pm
Forum: Ideas and Suggestions
Topic: Subway - easy player transportation
Replies: 4
Views: 2344

Subway - easy player transportation

TL;DR Subway stations that players can use to quickly travel around their factory. What ? Subway stations are small buildings you can place. Once there are two on the map, you can go to either, open up a UI and connect them - this will cost resources based on direct distance. After this the UI will...
by Syrchalis
Sat Jun 03, 2017 11:44 am
Forum: Resource Spawner Overhaul
Topic: [Problem] RSO Resource Gen.
Replies: 16
Views: 7813

Re: [Problem] RSO Resource Gen.

Well, for me it does not need to be all ordered and neat, it just shouldn't have shenanigans like water creating donut shapes, half the resources on the other side of the lake (or any for that matter) or resources overlapping badly (like oil patches inside my iron field). Even if just half of those ...
by Syrchalis
Sat Jun 03, 2017 11:41 am
Forum: Resource Spawner Overhaul
Topic: Oil near water
Replies: 6
Views: 2517

Oil near water

I've been noticing that oil seems to spread out if there is water close to the center of the field. Usually the single patches are rather close to each other, but in these cases they are all over the place. I'm sure it's because it tries to spawn the oil patches, can't and then moves them to the edg...
by Syrchalis
Sat Jun 03, 2017 10:51 am
Forum: Resource Spawner Overhaul
Topic: [Problem] RSO Resource Gen.
Replies: 16
Views: 7813

Re: [Problem] RSO Resource Gen.

In general I think that part of the game is handling the randomness. So making prefabricated starting area with resources placed specifically and grouped seems... strange for me. Outside of starting area, sure. Inside starting area all the randomness does is make you walk 200 tiles around a lake to...
by Syrchalis
Fri Jun 02, 2017 6:51 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218457

Re: Bugs & FAQ

Angels Infinite Ores: data.lua --OIL YIELD CHANGE MODIFIER angelsmods.ores.oilyield = settings.startup["angels-oil-gas-yield"].value * 100 100 needs to be 1000. My oil well that started with like 250% yield depleted at 5%, that shouldn't happen. It should deplete at 20% of initial value. I...
by Syrchalis
Fri Jun 02, 2017 12:46 pm
Forum: Resource Spawner Overhaul
Topic: [Problem] RSO Resource Gen.
Replies: 16
Views: 7813

Re: [Problem] RSO Resource Gen.

What it comes down to is -> roll map you generally like -> save -> command prompt map2scenario -> open scenario in map editor -> edit starting area as you like -> start scenario like a savegame. If at any point you want to edit your map again you can do the same thing once more. It's tedious though.
by Syrchalis
Fri Jun 02, 2017 12:42 pm
Forum: General discussion
Topic: Avoid lategame brutal expansion: RSO or ER:Depletion?
Replies: 20
Views: 7472

Re: Avoid lategame brutal expansion: RSO or ER:Depletion?

Every vanilla factory will eventually reach a point where it's impossible to continue growing income because all time is spent replacing existing sources of income. We can delay reaching this point by sourcing from way more patches than necessary in the earlier part of the game. For example: instea...
by Syrchalis
Fri Jun 02, 2017 12:36 pm
Forum: Ideas and Suggestions
Topic: Waggon position indicator configurable count
Replies: 3
Views: 1062

Re: Waggon position ondicator configurable count

Would also be great if trains would snap to the indicators when placing them at a train stop. Currently you need to put fuel into them and order them to drive up the the train stop.
by Syrchalis
Thu Jun 01, 2017 9:24 pm
Forum: Ideas and Suggestions
Topic: Future of Combat in Factorio
Replies: 4
Views: 2202

Re: Future of Combat in Factorio

I like the idea. I was also thinking about how to fix bitters, possibly by adding a new radar that can predict when the next attack is to avoid forcing the player to drop what their doing to deal with it. Sorry I rewrote the entire post. The same ideas apply. Now I fixed many more of the glaring is...
by Syrchalis
Thu Jun 01, 2017 1:26 pm
Forum: General discussion
Topic: what machine you want to see in next update ?
Replies: 29
Views: 9108

Re: what machine you want to see in next update ?

More diverse turrets and enemies. Wish biters were more than a tedious nuisance (at least if you chose something like Biter Difficulty: Hard). And I wish defense was more than just throwing down walls and turrets everywhere.
by Syrchalis
Thu Jun 01, 2017 1:16 pm
Forum: Ideas and Suggestions
Topic: Re-Plant Trees
Replies: 56
Views: 32330

Re: (Re)planting Trees

Always love when people throw around the realism card in games.

I wouldn't mind decorative plastic trees just so I can make an avenue.
by Syrchalis
Thu Jun 01, 2017 12:39 pm
Forum: Ideas and Suggestions
Topic: Future of Combat in Factorio
Replies: 4
Views: 2202

Future of Combat in Factorio

Why Combat is secondary in Factorio, it's not an RTS, the combat cannot be too complex or hard, but that does not mean it needs to be bland and boring, it just needs to be elegantly designed. The general spirit of the current implementation can be kept, but some big changes are necessary for the co...
by Syrchalis
Thu Jun 01, 2017 8:42 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42927

Re: [0.15.*] Feedback topic

Tbh I have no idea too. I tried to ask on modding forums but I don't think I got answer about how it actually works. I didn't do that much playtesting to check how initial richness compares to minimal if at all. Oil patch minimum yield already does scale with distance. It's either 20% of the initia...
by Syrchalis
Thu Jun 01, 2017 8:42 am
Forum: Implemented Suggestions
Topic: Crude oil minimum scaling with distance
Replies: 12
Views: 3969

Re: Crude oil minimum scaling with distance

Oil patch minimum yield already does scale with distance. It's either 20% of the initial yield or 2/s which ever is larger. Thanks, that's what I was assuming, but now I know for sure. Now I can go and tell orzelek, because he was wondering this too. As for my suggestion - it obviously is already i...
by Syrchalis
Thu Jun 01, 2017 8:34 am
Forum: Resource Spawner Overhaul
Topic: [Problem] RSO Resource Gen.
Replies: 16
Views: 7813

Re: [Problem] RSO Resource Gen.

Personally my problem with RSO starting areas (I don't have modded ores, so my space requirement is the minimum) is that it tends to place some resources next to the water, as in ... right next to it, so the ores float over the edge and give no wiggle room for any construction. Water often comes in ...
by Syrchalis
Wed May 31, 2017 11:51 pm
Forum: Ideas and Suggestions
Topic: Re-Plant Trees
Replies: 56
Views: 32330

Re: (Re)planting Trees

ssilk wrote:Hm. Have you see the title-pic on the main-screen?
Do you really think, the devs will ever enable to have nice green trees there?
It makes no sense. :)
Plastic trees! Hah!
by Syrchalis
Wed May 31, 2017 6:22 pm
Forum: General discussion
Topic: Reward for killing biters
Replies: 37
Views: 13607

Re: Reward for killing biters

Have you tried turret zerging? I use 6 legs 4 personal roboports mark II's Then place about 100 turrets right around their base. Almost no challenge and I only very rarely lose a construction bot much less a laser turret. or if you are really flushed with resources Nukes are stupid easy. Biters are...
by Syrchalis
Wed May 31, 2017 1:18 pm
Forum: Implemented Suggestions
Topic: Crude oil minimum scaling with distance
Replies: 12
Views: 3969

Re: Crude oil minimum scaling with distance

From the 0.15.0 patch notes Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield. This means that as you go out and the initial yields increase, so does the minimum yields. I quoted this twice already, asking if this is what I think it is. ...
by Syrchalis
Wed May 31, 2017 1:16 pm
Forum: General discussion
Topic: Avoid lategame brutal expansion: RSO or ER:Depletion?
Replies: 20
Views: 7472

Re: Avoid lategame brutal expansion: RSO or ER:Depletion?

https://forums.factorio.com/viewtopic.php?f=79&p=283818#p283818 I just made this thread sharing my RSO settings. I dislike expanding due to resource depletion because you don't actually expand, you just relocate. I prefer infinite resources and small patches so you need to expand for more throug...
by Syrchalis
Wed May 31, 2017 11:56 am
Forum: Resource Spawner Overhaul
Topic: [0.15+] "Blueprint" for fun maps
Replies: 0
Views: 2193

[0.15+] "Blueprint" for fun maps

I've finally achieved what I tried doing for quite a while: Creating settings, with the help of mods, that create maps that are fun to play on, without having to edit the map manually or rerolling it for 50 times. Disclaimer This is what SyncViews and me consider fun maps. There is logic and game de...

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