Search found 240 matches

by AndrewIRL
Thu May 04, 2017 1:23 pm
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 81
Views: 33584

Re: Please make trains able to run over evolved aliens

Short-ranged - to avoid unnecessarily aggravating biters. This is a great idea because it limits their usefulness in the turret creep strategy. Trouble is once a train is stopped, it would need a tremendous amount of firepower to get out of a swarm. If it's hit one biter (especially a behemoth) you...
by AndrewIRL
Thu May 04, 2017 3:51 am
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 81
Views: 33584

Re: Please make trains able to run over evolved aliens

I've used Bobs Vehicle Equipment - sadly it doesn't seem to be updated to v0.15 yet. bobingabout is actively working on updating his mods to 0.15, he's started and already done some of them. The problem is that he's such a prolific mod author that he's got an incredible number of mods to convert so...
by AndrewIRL
Thu May 04, 2017 3:04 am
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 81
Views: 33584

Re: Please make trains able to run over evolved aliens

We need armoured trains which are heavier and slower so you can build some for the outposts and run regular trains where it is safe. Ideally they'd have replaceable turrets but given that the devs are trying to reduce turret creep they'd probably balk at the idea of putting turrets on wheels. :lol: ...
by AndrewIRL
Thu May 04, 2017 2:46 am
Forum: General discussion
Topic: Biters seem MUCH easier in 0.15?
Replies: 25
Views: 9647

Re: Biters seem MUCH easier in 0.15?

I read a couple of topics talking about waltzing in with personal lasers. Are those worthwhile now? I remember they used to handle maybe 1-2 biters in a wave of 20, so I abandoned them entirely long ago. I'm waiting for the non-experimental release so I haven't played it yet but: Greatly increased ...
by AndrewIRL
Wed May 03, 2017 3:16 pm
Forum: Outdated/Not implemented
Topic: Electric Networks Map Lines - Lines not Lining Up
Replies: 16
Views: 8822

Re: Electric Networks Map Lines - Lines not Lining Up

Man this would only use up important developer time and has no benefit for the whole game play. Live with it. High res graphics, enhanced map colours and non-square resource tiles use up important developer time and have no benefit for the whole game play. Aesthetics matter, we like pretty stuff. J...
by AndrewIRL
Wed May 03, 2017 1:53 pm
Forum: Outdated/Not implemented
Topic: Electric Networks Map Lines - Lines not Lining Up
Replies: 16
Views: 8822

Re: Electric Networks Map Lines - Lines not Lining Up

Does this illustrate the problem? Yeah that seems to be the issue. I'm sure it's about 1000x more work than it's worth to fix. Which means I'll just have to spend the rest of forever using nothing but small and medium poles. Oh well. They are updating the graphics for high res anyway. Maybe they'd ...
by AndrewIRL
Wed May 03, 2017 6:06 am
Forum: Mods
Topic: [MOD 0.15.3] Pollution Damage 0.0.3
Replies: 10
Views: 10511

Re: [MOD 0.15.3] Pollution Damage 0.0.3

Does the mod only damage players or will it kill the local fauna as well?
by AndrewIRL
Wed May 03, 2017 6:00 am
Forum: Outdated/Not implemented
Topic: Electric Networks Map Lines - Lines not Lining Up
Replies: 16
Views: 8822

Re: Electric Networks Map Lines - Lines not Lining Up

Does this illustrate the problem? The small poles have their wire connection in the centre and thus not grid aligned, the big poles are centre and grid aligned both.
Big_small_power_poles.png
Big_small_power_poles.png (15.68 KiB) Viewed 8810 times
The solution would be to grid align the electrical connection for the small poles.
by AndrewIRL
Mon May 01, 2017 3:49 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502892

Re: Simple Questions and Short Answers

Real world power generation can be broken into base, load-following and renewable. With this nuclear behavior the devs have now given us all three types - nuclear = base, Coal/Steam = load following and solar = renewable. To me this is ideal, the nuclear isn't a drop-in replacement for an existing ...
by AndrewIRL
Thu Apr 27, 2017 7:30 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502892

Re: Simple Questions and Short Answers

Since heat generation is controlled by varying the fission rate I don't see how that can be true. The control rods on nuclear reactors absorb neutrons to keep chain-reaction fission feedback from getting, um, out of hand. Exactly, the control rods slow the chain reaction. Load following is the pote...
by AndrewIRL
Thu Apr 27, 2017 12:21 am
Forum: Outdated/Not implemented
Topic: a clock for the network(for timeswitches)and electric sensor
Replies: 5
Views: 1729

Re: a clock for the network(for timeswitches)and electric sensor

I built a simple circuit to detect if the accumulators were increasing in power or decreasing. If they are increasing it means dawn, decreasing means dusk. I use it for daytime-only radars but it could work for daytime-only furnaces. Might fit your purpose: Switch off radar when accumulators are dec...
by AndrewIRL
Mon Apr 24, 2017 10:59 am
Forum: Combinator Creations
Topic: Switch off radar when accumulators are decreasing
Replies: 3
Views: 3447

Re: Switch off radar when accumulators are decreasing

Dont forget you also need to account for power > 10% and increasing otherwise they could turn off and not turn back on unless you drain enough power to get below 10% If the accumulated value dips to 20 and then starts rising the rise/fall detector in (5) will instantly detect that, it isn't depende...
by AndrewIRL
Mon Apr 10, 2017 8:04 am
Forum: Modding help
Topic: How to make an entity blueprintable
Replies: 4
Views: 1545

Re: How to make an entity blueprintable

Any experienced modders who can help with this?
by AndrewIRL
Fri Apr 07, 2017 3:49 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 48561

Re: Friday Facts #185 - Progress report

FF#183 "we want at least a week of playtesting before considering the experimental release"
FF#185 "Internal playtesting kicked off early this week"

Sounds promising.
1sm205drool.gif
1sm205drool.gif (5.52 KiB) Viewed 19402 times
by AndrewIRL
Wed Apr 05, 2017 1:33 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 13400

Re: [MOD 0.14] Supportive Weapons

Looks a little OP but the documentation and presentation are excellent.
by AndrewIRL
Wed Apr 05, 2017 1:30 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 69247

Re: Friday Facts #183 - Aiming for the release date

As for ghosting unresearched stuff - I am personally against it. That could be a game-start option or some lua console command for those who really want it, but it should not be available "by default". I am against it too, the game needs to start small with few options so as not to confus...
by AndrewIRL
Sun Apr 02, 2017 12:32 pm
Forum: General discussion
Topic: Why uranium?
Replies: 11
Views: 5720

Re: Why uranium?

we could also make a bio farm waste plant, where we can burn dead biters. then we get power, and soap, soap is needed to keep clean and remove radioactive waste.. (maybe more things) How about if improperly disposing of the nuclear waste causes the biters to evolve faster with a localized effect so...
by AndrewIRL
Sun Apr 02, 2017 8:14 am
Forum: Multiplayer
Topic: minimal cost multiplayer game for casual players
Replies: 9
Views: 3805

Re: minimal cost multiplayer game for casual players

Advertising supported servers: Server-Service] Free Factorio Server (Release)

Initial post is in German, scroll down for English.
by AndrewIRL
Sun Apr 02, 2017 8:08 am
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51883

Re: Friday Facts #177 - Difficulty settings

I think you've gone the wrong way on the difficulty settings. You call them: "Basic Settings" and "Advanced Settings" but more reasonably these should be called "Advanced Settings" and "You won't have a clue what these mean until you've played at least 20 hours Set...
by AndrewIRL
Sat Apr 01, 2017 3:30 pm
Forum: Combinator Creations
Topic: I wonder what happens when I press this button...
Replies: 2
Views: 1985

Re: I wonder what happens when I press this button...

Clicked on a video on April 1st, didn't get Rick rolled!

Impressive Nilaus, better than I expected.

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