Search found 1834 matches

by FuryoftheStars
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...
by FuryoftheStars
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 everyone’s thoughts and thinking about it, too, I’d support removal of fluid temp if the suggestion bobingabout made back at the end of the first page were implemented.
by FuryoftheStars
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? I’d like to know this too. It makes sense that a burner inserter would produce pollution while the electri...
by FuryoftheStars
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. There’s some on Newegg right now for less than $30.

https://www.newegg.com/crucial-4gb-240- ... 6820148287
by FuryoftheStars
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 ā€œif inserter.pollution thenā€ or similar in the same block of code that makes it consume energy would hardly affect...
by FuryoftheStars
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? I’d like to know this too. It makes sense that a burner inserter would produce pollution while the electri...
by FuryoftheStars
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

Re: [0.17.53] Modded: Incorrect Pollution Tooltip for Inserters

Bilka wrote: ↑
Wed Jul 03, 2019 6:23 pm
Thanks for the report, the tooltip won't show any pollution in the next version.
Shouldn't a burner inserter produce pollution, though? I mean, it's burning stuff in order to operate....
by FuryoftheStars
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...
by FuryoftheStars
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 don’t 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...
by FuryoftheStars
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 ...
by FuryoftheStars
Mon Jul 01, 2019 11:51 pm
Forum: Modding help
Topic: [Solved] Finding entities
Replies: 3
Views: 404

Re: Finding entities

darkfrei wrote: ↑
Mon Jul 01, 2019 9:36 pm
LuaSurface.find_entities_filtered
Ah, thank you! I'll look this over and see if it helps me understand it better. :)
by FuryoftheStars
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...
by FuryoftheStars
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.
by FuryoftheStars
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 it’s to your liking?

https://mods.factorio.com/mod/Realistic ... ionCleanup

There are others, too, that do this with just concrete.
by FuryoftheStars
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 there’s a mods-lists.lua (or simialr... on phone, can’t look) file that you can use to manually disable mods.
by FuryoftheStars
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
by FuryoftheStars
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...
by FuryoftheStars
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 controlšŸ¤“ https://mods.factorio.com/mods/Bobingabout/bobinserters Now you have total control ! I do agree that it COULD have been the deci...
by FuryoftheStars
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 Pm’d back and forth a few times. We got the pumps to work with the energy_source.type = ā€œvoidā€... I was using it wrong. :lol: When using them as tanks, I noticed a couple issues with the speed of pumping the ...
by FuryoftheStars
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....

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