Search found 1834 matches
- Tue Jul 09, 2019 10:46 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 77
- Views: 26918
Re: Shotgun is embarrassingly bad right now
I wonder, too, how much the small collision boxes of the biters has to do with it. Even the behemoth biters/spitters have relatively small boxes that only catch a couple of the pellets despite the sprite being so big it could easily catch 90% of the pellets at moderate range. I realize that these co...
- Tue Jul 09, 2019 4:39 am
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 24276
Re: Removing fluid temperature - thoughts?
Reading through everyoneās thoughts and thinking about it, too, Iād support removal of fluid temp if the suggestion bobingabout made back at the end of the first page were implemented.
- Mon Jul 08, 2019 3:09 am
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 25349
Re: Version 0.17.54
[*]Fixed that inserter tooltips would list pollution despite inserters being unable to produce pollution. (https://forums.factorio.com/72855) Why did a burner inserter don't produce pollution? Iād like to know this too. It makes sense that a burner inserter would produce pollution while the electri...
- Sun Jul 07, 2019 10:21 pm
- Forum: Technical Help
- Topic: [0.16.latest] Map reached old computer ability to run it
- Replies: 10
- Views: 2364
Re: [0.16.latest] Map reached old computer ability to run it
Seems like that PC is *very* old. You could give a RAM upgrade a try. Thereās some on Newegg right now for less than $30.
https://www.newegg.com/crucial-4gb-240- ... 6820148287
https://www.newegg.com/crucial-4gb-240- ... 6820148287
- Sun Jul 07, 2019 7:43 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 25349
Re: Version 0.17.54
Adding pollution to any inserter would have a performance penalty on ALL inserters. Inserters are already one of the most expensive entities in performance cost. Doing a quick check of āif inserter.pollution thenā or similar in the same block of code that makes it consume energy would hardly affect...
- Sun Jul 07, 2019 12:13 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 25349
Re: Version 0.17.54
[*]Fixed that inserter tooltips would list pollution despite inserters being unable to produce pollution. (https://forums.factorio.com/72855) Why did a burner inserter don't produce pollution? Iād like to know this too. It makes sense that a burner inserter would produce pollution while the electri...
- Wed Jul 03, 2019 7:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.53] Modded: Incorrect Pollution Tooltip for Inserters
- Replies: 3
- Views: 3082
- Wed Jul 03, 2019 4:00 pm
- Forum: Ideas and Requests For Mods
- Topic: Turn wood into crude oil
- Replies: 38
- Views: 7171
Re: Turn wood into crude oil
Interesting read, though it sounds like it's still a very new process. While making such a mod would be fairly easy, I know if I were to make it, I'd make sulfuric acid a required ingredient (as mentioned in the article that was one of the things used and is already available in game). As such, it'd...
- Tue Jul 02, 2019 11:27 pm
- Forum: Balancing
- Topic: A couple of complaints about the Tank
- Replies: 13
- Views: 4468
Re: A couple of complaints about the Tank
I donāt feel as though turret rotation is necessarily too slow, but I do wish it would attempt to follow the mouse pointer rather than defaulting straight forward when not being used. Would make the opening salvo easier to do. Otherwise, yeah, it is rather hard to drive at times and does feel like i...
- Tue Jul 02, 2019 2:03 am
- Forum: Modding help
- Topic: [Solved] Finding entities
- Replies: 3
- Views: 404
Re: Finding entities
Thanks for the link. As I was considering on using the radius argument to allow it to span the gaps, it occurred to me that if I also rounded the locomotive's position values that were being fed in, it would help make sure that the function was always scanning the middle of the tiles. Anyways, this ...
- Mon Jul 01, 2019 11:51 pm
- Forum: Modding help
- Topic: [Solved] Finding entities
- Replies: 3
- Views: 404
Re: Finding entities
Ah, thank you! I'll look this over and see if it helps me understand it better.
- Mon Jul 01, 2019 7:09 pm
- Forum: Modding help
- Topic: [Solved] Finding entities
- Replies: 3
- Views: 404
[Solved] Finding entities
EDIT: I'm having a hard time finding any info on surface.find_entities_filtered. Anyone got a link to it on the wiki? Hi, So I'm working on updating a mod created by someone else (Diesel Locomotive) where the mod checks for the existence of pumps adjacent to the locomotive by using the find_entities...
- Mon Jul 01, 2019 2:18 am
- Forum: Gameplay Help
- Topic: Train speed formula
- Replies: 18
- Views: 8716
Re: Train speed formula
I would really like to know this as well.
- Mon Jul 01, 2019 12:26 am
- Forum: Ideas and Requests For Mods
- Topic: decoration removing consumable or tool
- Replies: 8
- Views: 2223
Re: decoration removing consumable or tool
Maybe give this a try and see if itās to your liking?
https://mods.factorio.com/mod/Realistic ... ionCleanup
There are others, too, that do this with just concrete.
https://mods.factorio.com/mod/Realistic ... ionCleanup
There are others, too, that do this with just concrete.
- Sun Jun 30, 2019 4:36 pm
- Forum: Pending
- Topic: [0.17.52] Loading mods stops at 87%
- Replies: 4
- Views: 746
Re: [0.17.52] Loading mods stops at 87%
In %appdata%\factorio\mods thereās a mods-lists.lua (or simialr... on phone, canāt look) file that you can use to manually disable mods.
- Sun Jun 30, 2019 2:44 pm
- Forum: Ideas and Requests For Mods
- Topic: Turn wood into crude oil
- Replies: 38
- Views: 7171
Re: Turn wood into crude oil
If you search the mod portal, there are a few different mods that handle the excess wood. This is one that I use: https://mods.factorio.com/mod/Wood_Gasification
There is also one that handles it by turning the wood into (char)coal.
https://mods.factorio.com/mod/CharcoalBurner
There is also one that handles it by turning the wood into (char)coal.
https://mods.factorio.com/mod/CharcoalBurner
- Sun Jun 30, 2019 1:01 pm
- Forum: Won't implement
- Topic: Steam engine fluid types. Array?
- Replies: 25
- Views: 9006
Re: Steam engine fluid types. Array?
With the fluid changes in 0.17, could this be revived? I'm wondering the same thing. So specifying a list/array of different accepted fluids isn't supported in the fluidbox at all, and would currently murder performance if it was hacked in (going through a whole list of accepted types for all filte...
- Sun Jun 30, 2019 1:06 am
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 22198
Re: Inserters orientation makes no sence to me
Im just trying to make the point that the orientation of the insertor should be the deciding factor as It makes more sense to me and it give me (the player) more controlš¤ https://mods.factorio.com/mods/Bobingabout/bobinserters Now you have total control ! I do agree that it COULD have been the deci...
- Thu Jun 27, 2019 10:39 pm
- Forum: Modding discussion
- Topic: Fluid fueled locomotives?
- Replies: 5
- Views: 1631
Re: Fluid fueled locomotives?
Hey, I sent you a PM back earlier with the updated mod attached. :) Yeah, onlyme and myself Pmād back and forth a few times. We got the pumps to work with the energy_source.type = āvoidā... I was using it wrong. :lol: When using them as tanks, I noticed a couple issues with the speed of pumping the ...
- Wed Jun 26, 2019 4:34 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 11266
Re: Train cornering speed limit - variable radius corners
* Oh, here is another wishlist item for train mods: speed limits for blocks. Since we can show our block areas on maps, why not set speed limits? (Say this urban area I often cross, set to 50kph) I agree. It would be nice to limit speed at railyard areas for more realistic look and safe operations....