Search found 198 matches

by starholme
Tue Sep 13, 2016 10:42 pm
Forum: Multiplayer
Topic: [Updated 04/13/2019] Unofficial Factorio Troll/Griefer Database
Replies: 193
Views: 59095

Re: Unofficial Factorio Troll and Griefer Database (FTGD)

I've not been modding for quite a while now, but it seems to me like an auto-ban tool should be possible within the current system.

Anyone know a reason why a script couldn't monitor the factorio-current.log for joins, check the username against a list, send a command to ban?
by starholme
Mon Sep 12, 2016 4:35 pm
Forum: Resolved Problems and Bugs
Topic: [14.1-.5] [kovarex] Black screen when joining a paused game. REOPENED
Replies: 29
Views: 4341

Re: [14.1-.5] [kovarex] Black screen when joining a paused game. REOPENED

Here is a copy of the current save:
ServerMapTest.zip
Current map
(44.77 MiB) Downloaded 24 times
And a note from my coworker who plays this game, it looks like any game in the server browser that shows the number of players as just '0' is in this state. 0/whatever is fine, just any server that only has the 0.
by starholme
Mon Sep 12, 2016 2:03 pm
Forum: Resolved Problems and Bugs
Topic: [14.1-.5] [kovarex] Black screen when joining a paused game. REOPENED
Replies: 29
Views: 4341

Re: [14.1-.5] [kovarex] Black screen when joining a paused game. REOPENED

Isn't it just that you have a good/ghost mode outside of the map and see black? Does the chat work? As best I can tell, I'm not on the map. Chat doesn't work, I tried sending a message from the client. Nothing shows up when you hit `, tried anyway (so I could check if it showed up on the server sid...
by starholme
Mon Sep 12, 2016 2:11 am
Forum: Resolved Problems and Bugs
Topic: [14.1-.5] [kovarex] Black screen when joining a paused game. REOPENED
Replies: 29
Views: 4341

Re: [14.1-.5] [kovarex] Black screen when joining a paused game. REOPENED

Not sure if it helps, but here is another one with this issue. Very strangely, it seems like the game wasn't actually paused... I restarted the server to join and play, and it had two days of gametime! We created this world on Thursday, played the lunch hour, played the Friday lunch hour. Now it's s...
by starholme
Fri Sep 09, 2016 4:23 pm
Forum: Releases
Topic: Version 0.14.5
Replies: 30
Views: 22922

Re: Version 0.14.5

Colossus wrote:
Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks.
I'm imagining a mod which spawns biters around an AFK player to attack them :P
Or you could light a fire. Or spam cluster grenades. Dig a moat around them, so they are stuck on an island. Teleport them to a biter base.

So many options!
by starholme
Thu Jun 16, 2016 4:48 pm
Forum: General discussion
Topic: Game FPS at End game
Replies: 56
Views: 7594

Re: Game FPS at End game

Or goto suggestions ; WE WANT MULTITHREADING Careful you don't get hit by chairs and bottles thrown by the devs !!! Got it! We'll spawn threads and have them eat 100% of the cpu so it looks like it's using all of the computer's processor. Well the direction technology has gone in the last decade is...
by starholme
Thu Jun 16, 2016 4:04 pm
Forum: General discussion
Topic: favourite factorio feature?
Replies: 16
Views: 1615

Re: favourite factorio feature?

I think the game scale is my favourite feature. Nothing else I've played comes even close to handling the number of entities that factorio does. I came to factorio after playing heavily modded minecraft. In minecraft we found that it was very easy to cause slow updates if you built much of an automa...
by starholme
Wed Jun 08, 2016 2:48 pm
Forum: General discussion
Topic: Fighting Big bases.
Replies: 22
Views: 4274

Re: Fighting Big bases.

With exoskeletons and shields - drop a couple distractors near the swarm to pull them away. While running in, continue to lay down distractors to keep the worms busy. Shotgun the worms first and then the spawners while circling around. Save ammo by staying ahead of the beasties and leading them bac...
by starholme
Wed Jun 01, 2016 7:33 pm
Forum: General discussion
Topic: I need your thoughts on a mod i'm working on
Replies: 11
Views: 1508

Re: I need your thoughts on a mod i'm working on

Worry about the graphics once you have the mod essentially usable. At that point, you don't expect to change buildings/graphics much more, and you can get help from the modding community. I know that there is at least one talented graphics artist that just randomly comes by and donates graphics.
by starholme
Wed Jun 01, 2016 4:35 pm
Forum: General discussion
Topic: I need your thoughts on a mod i'm working on
Replies: 11
Views: 1508

Re: i need your thoughts

I love the idea. The friend I play with has suggested we do something similar as well, maybe for our .13 restart. I'm not sure if it would look good, but I'd consider adjusting the crafting tabs. Instead of the current "Logistics, Production, Intermediate, Military", you could split it by your roles...
by starholme
Wed Jun 01, 2016 4:28 pm
Forum: General discussion
Topic: Fighting Big bases.
Replies: 22
Views: 4274

Re: Fighting Big bases.

It's not always an option of course, but it's amazing how much easier/more enjoyable clearing bases is with a friend. We both run mk2 armor, two reactors, 3 exo, 1 nightvision, 5 batteries mk2, 1 roboport, rest shields mk2 (5 i think?). It's a little annoying with behemoths now, just because they ta...
by starholme
Tue May 31, 2016 7:41 pm
Forum: General discussion
Topic: Turret comparison
Replies: 25
Views: 7391

Re: Turret comparison

I don't know how much it contributes but I use Gun Turrets for the first line and Laser Turrets for the second line, which is 2 tiles behind the first due to space required for the feeding mechanism. So the Laser Turret range gets shortened by 4 tiles in total which puts the effective range of both...
by starholme
Tue May 31, 2016 3:53 pm
Forum: Technical Help
Topic: Is there a way to change the default map settings?
Replies: 6
Views: 897

Re: Is there a way to change the default map settings?

Unless your mod is changing map generation, do you actually need a 'new' map at all? You could just load an existing one repeatedly.
by starholme
Tue May 31, 2016 3:46 pm
Forum: Gameplay Help
Topic: Pumps, boilers, steam egines and the mystery of hot water
Replies: 12
Views: 1652

Re: Pumps, boilers, steam egines and the mystery of hot water

The liquid and 'steam' simulation is one area that factorio isn't very intuitive, especially if you know how it works in real life. To put it in the simplest manner: it doesn't simulate real life. Pressure doesn't exist. A boiler increases the temperature of the water that is in it. A steam engine t...
by starholme
Mon May 30, 2016 3:48 pm
Forum: General discussion
Topic: Factorio on mobile
Replies: 10
Views: 2630

Re: Factorio on mobile

DaveMcW wrote:More info will be released on April 1, 2017.

In the meantime, you can read the old post.
This needs to be a thing. I'm gonna start referring more people/threads to April 1st posts.
by starholme
Mon May 30, 2016 3:46 pm
Forum: General discussion
Topic: Offsite Resource Collection
Replies: 9
Views: 2115

Re: Offsite Resource Collection

Shipping the plates, rather than the ore, by train is more space-efficient than shipping the ore. Ore stacks are 50 and plate stacks are 100, so you can fit twice as much material in a train car. The flip side of this argument is setup/teardown of the smeltery. I personally like to build a large sm...
by starholme
Mon May 30, 2016 3:28 pm
Forum: General discussion
Topic: Turret comparison
Replies: 25
Views: 7391

Re: Turret comparison

It's interesting to note that even with the short range, gun turrets just pour out the damage. We recently built a section of wall: 2 thick wall, solid row lasers, solid row gun turrets. After the first couple attacks, I went to have a look, see how things are going. The gun turrets, even behind the...
by starholme
Thu May 26, 2016 10:45 pm
Forum: General discussion
Topic: Game FPS at End game
Replies: 56
Views: 7594

Re: Game FPS at End game

I just want to point out that the frequency is mostly irrelevant when comparing processors. The amount of work during a cycle varies between processor families. I don't want to see people purchasing something with a very high clock speed, but poor real world performance. Please look up benchmarks wh...
by starholme
Thu May 26, 2016 10:16 pm
Forum: General discussion
Topic: Outpost Supplies - Help Needed
Replies: 17
Views: 3157

Re: Outpost Supplies - Help Needed

A low tech solution is to filter your cargo wagons. I do this with my oil bases. I will filter some number of slots for Coal, and split the rest between plastic and sulfur. Then i use smart inserters for unloading so everything goes (or doesn't go) where I need it. In your case maybe you want 2 Slo...
by starholme
Thu May 26, 2016 3:59 pm
Forum: General discussion
Topic: Accidentally Overwrote my Save
Replies: 13
Views: 3745

Re: Accidentally Overwrote my Save

It's actually a reasonable suggestion to check before overwriting. I'm not sure what would be simplest in Factorio's code, but it could give an 'are you sure?' dialog if the world seed is different. Would probably catch most cases. As always, it's up to the Dev's to decide if it's worth the trouble.

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