Search found 2554 matches

by FuryoftheStars
Sat May 25, 2019 6:52 pm
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 16278

Re: A Deeper Look into Combat Robotics

I never bothered to use the combat bots. Soon as I realized they had to be manually deployed (thrown) and they had a limited life span, I considered them not worth the effort. I think it’d be better if they were like other bots and were automatically deployable from roboports (both personal and othe...
by FuryoftheStars
Sat May 25, 2019 5:20 pm
Forum: Technical Help
Topic: problem with sync / disable mod with saved game
Replies: 11
Views: 2010

Re: problem with sync / disable mod with saved game

Then it’s possible there’s something about the mod(s) that you are trying to enable/disable (either on their own or through interaction with other enabled mods) that’s causing the issue.
by FuryoftheStars
Sat May 25, 2019 5:13 pm
Forum: Minor issues
Topic: [0.17.43] Weird corner pipe hitboxes
Replies: 10
Views: 3071

Re: [0.17.43] Weird corner pipe hitboxes

I think that moving between two parallel pipes is quite reasonable personally (in actuality, large pipelines are often above ground level so you can sometimes even go underneath!). Yes, though if you think about it, you could potentially put them too close together IRL, too, which is exactly what w...
by FuryoftheStars
Sat May 25, 2019 3:14 pm
Forum: Ideas and Requests For Mods
Topic: Automatic belts
Replies: 4
Views: 1481

Re: Automatic belts

Not 100% sure if I’m correctly getting what you’re asking for, so if this is wrong, please forgive me. I think what you’re asking for already exists: https://mods.factorio.com/mod/beltplanner-patched Edit: There’s also this that, while it doesn’t automatically put the belts down for you, will automa...
by FuryoftheStars
Fri May 24, 2019 10:30 pm
Forum: Minor issues
Topic: [0.17.43] Weird corner pipe hitboxes
Replies: 10
Views: 3071

Re: [0.17.43] Weird corner pipe hitboxes

You could also say that the corner piece’s outer edge doesn’t make an exact, sharp 90 degree corner and instead curves/rounds into it, thus cutting into the available walking space. Makes sense from that pov.
by FuryoftheStars
Tue May 21, 2019 11:57 pm
Forum: Resource Spawner Overhaul
Topic: Large Starting Area
Replies: 7
Views: 4767

Re: Large Starting Area

bsnowb, I don’t know if what I do will work for you, but I like to leave biter expansion on, then use the RSO setting for changing the biter spawn chance to a lower number. Allows for dealing with lower numbers of them initially, but they can expand and grow in number as time goes if you let them.
by FuryoftheStars
Tue May 07, 2019 1:40 am
Forum: Releases
Topic: Version 0.17.36
Replies: 15
Views: 12929

Re: Version 0.17.36

gaelyte wrote:
Fri May 03, 2019 11:18 pm
Is there a way to fix the railway and make the game playable again in railworld with many cliffs ?
This for me.

Thanks.
by FuryoftheStars
Sun Apr 21, 2019 9:43 pm
Forum: Ideas and Suggestions
Topic: Ability to mark a station as mandatory in a schedule
Replies: 4
Views: 1377

Re: Ability to mark a station as mandatory in a schedule

Introducing the suggested feature would only solve the specific problem that OP describes. I think it would be better if a more flexible dynamic train schedule were introduced, which would solve a much larger variety of problems. This has been discussed in the following thread: https://forums.facto...
by FuryoftheStars
Sun Apr 21, 2019 9:40 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23192

Re: Dynamic train schedule

Something like this would be nice to see implemented.
by FuryoftheStars
Sat Apr 20, 2019 12:53 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.25] Production values displayed incorrectly
Replies: 6
Views: 4064

Re: [0.17.25] Production values displayed incorrectly

I kind of agree with the OP. If you haven’t played as long as what the graph view is for (ie, if you’ve only played 65 hrs and are looking at the 250 & 1000 hr tabs), it shouldn’t be making the calculation as if you’ve actually played those 250/1000 hrs. It should go with your total play time or...
by FuryoftheStars
Sat Apr 20, 2019 12:56 am
Forum: Releases
Topic: Version 0.17.32
Replies: 62
Views: 27623

Re: Version 0.17.32

The time has already come to release new fluid physics. Come on, make a final effort and do it already. You put it off for too long. If you can't wait for features to be implemented, maybe you should stop playing early access games. :mrgreen: Feature?! It's not a feature, it's a major (even critica...
by FuryoftheStars
Fri Apr 19, 2019 3:52 am
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 36141

Re: Friday Facts #290 - Rail building changes & High-res icons

Throwing in a +1 to bringing object avoidance back for the rail planner. Many have said the words better than I can.
by FuryoftheStars
Fri Apr 19, 2019 1:57 am
Forum: General discussion
Topic: Finding myself not playing because of dreary atmosphere
Replies: 8
Views: 3008

Re: Finding myself not playing because of dreary atmosphere

I use the Alien Biomes mod and I feel like in many ways this helps. Just my opinion, though.
by FuryoftheStars
Fri Apr 19, 2019 1:44 am
Forum: Releases
Topic: Version 0.17.32
Replies: 62
Views: 27623

Re: Version 0.17.32

The time has already come to release new fluid physics. Come on, make a final effort and do it already. You put it off for too long. I'm actually pretty surprised it's not already done. With all the fuss about nuclear eating your UPS, I'm running ~20GW nuclear with only 0.25ms on fluid manager upda...
by FuryoftheStars
Thu Apr 18, 2019 2:20 pm
Forum: Ideas and Suggestions
Topic: Return the object avoidance mode for ghost rail building
Replies: 21
Views: 7121

Re: Return the object avoidance mode for ghost rail building

I've been away for a long time (RL + other reasons) and recently have been looking to come back to this. Yesterday I was reading through the various patch notes for 0.17.X to try and catch up on what I've missed and discovered the changes to rail planning. I can understand wanting to make the rail p...
by FuryoftheStars
Mon Mar 12, 2018 2:03 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122753

Re: Mylon's Many Mods

Mylon wrote:I updated Bot Servicing with some big options. Including belt clogging avoidance and spare parts costs as an option.
\o/
by FuryoftheStars
Thu Mar 01, 2018 2:25 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122753

Re: Mylon's Many Mods

Can you add user settings for Bot Servicing that control the following? Construction bot break chance Logistic bot break chance Resource cost to repair (on/off) Currently I feel as though Construction bots break too frequently for my tastes, while Logistic bots don't break enough (my assemblers for ...

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