Search found 114 matches

by H8UL
Fri Feb 22, 2019 9:56 pm
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17260

Re: [MOD 0.16] Ribbon Maze 0.6.7

Many thanks for creating this mod - I've found the challenge of building a factory in a default-settings (1 chunk wide) ribbon maze really interesting, forcing me to rethink how to design everything. One part I've found especially tricky in a positive way is that any "module" of factory I...
by H8UL
Fri Feb 22, 2019 9:45 pm
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17260

Re: It's hard to find oil

I started a map with width 1000 and look where the "nearest" oil ended up: wide-maze.png Maybe the first oil patch should check both X and Y distance. Just being in the first few rows isn't helping as much as one might think. A very low priority to be honest. The mod isn't balanced for ve...
by H8UL
Fri Feb 22, 2019 1:40 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17260

Re: [MOD 0.16] Ribbon Maze 0.6.7

Looks very nice! Life has been busy but I will definitely check out your mod!
by H8UL
Wed Feb 13, 2019 12:23 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17260

Re: Resource probabilities

Interesting stuff with the new maze styles, glad to see this has provoked discussion. :) Since I had problems of finding any Crotinium or Jivolite in the mazes I've looked some more into the resource setup. Resources have an autoplace table that has some entries the RibbonMaze should consider. The e...
by H8UL
Tue Jan 29, 2019 2:41 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17260

Re: [MOD 0.16] Ribbon Maze 0.6.7

I'm trying out Ribbon Maze with Bobs+Angels and I found some problems: 1) Crotinium and Jivolite only appear in dead ends >= 6, which is rare, and then only with some probability. That makes them rather rare while they are needed about as much as any other ore. They aren't needed at the start and a...
by H8UL
Tue Jan 29, 2019 2:24 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17260

Re: [MOD 0.16] Ribbon Maze 0.6.7

What's the logic for the terraforming artillery turret to choose a new target? It seems to be going one chunk at a time, which I suppose is fine, maybe, but how does it pick the next chunk? 20190122214719_1.jpg It's a mystery to me too! Unfortunately, I don't have any control over artillery targeti...
by H8UL
Tue Jan 29, 2019 2:19 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17260

Re: [MOD 0.16] Ribbon Maze 0.6.7

What is maze chasm considered as for biters? Is it water or something else? I am trying to use this along with Rampant AI and Natural Evolution Enemies but feels like behaviour of biters is really weird. This would be totally expected if they didn't have a completely straight way to my base. I thin...
by H8UL
Sat Jan 12, 2019 7:53 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 42662

Re: Friday Facts #277 - GUI progress update

Avezo wrote:
Sat Jan 12, 2019 5:13 pm
- Infinite research for wall hitpoints
A new more general technology modifier "entity-health-bonus" would be AMAZING! Just think of all the mod possibilities for combat robots or units...
by H8UL
Sat Jan 12, 2019 10:19 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 42662

Re: Friday Facts #277 - GUI progress update

Lots of discussion around release processes going on here. The very fact that there is a 0.17, and that they split out a 0.18 from 0.17, and that the icons will be after the 0.17 goes GA, is all because the devs already do review, reflect upon, and adapt their release process. And indeed their entir...
by H8UL
Fri Jan 11, 2019 7:53 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63908

Re: Friday Facts #276 - Belt item spacing & Script rendering

But does that give any advantage over a train? How would that be different? Trains take up more space for the rail track and especially the stations You still need a track or a conveyor for the pallets (very similar to tracks) and the pallets themselves are nothing more than a vessel, like the trai...
by H8UL
Fri Jan 11, 2019 2:52 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63908

Re: Friday Facts #276 - Belt item spacing & Script rendering

There’s a mod for that. There’s another mod for five new tiers of belts that are two to six times as fast as a blue belt, though these belts can be pulled from directly. That said, do you bother to use red, or at least blue, belts as expressways to feed yellow belt assembly machine lines, using spl...
by H8UL
Fri Jan 11, 2019 12:52 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63908

Re: Friday Facts #276 - Belt item spacing & Script rendering

Regarding belts too fast to see the items move: I would like to have a belt tier, wich is too fast to be directly inserted or picked up from by inserters. That tier would be an expressway for items to be used in buses only. You would have to merge/split from/to lower belt tiers to add/remove items ...
by H8UL
Sun Jan 06, 2019 7:38 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63908

Re: Friday Facts #276 - Belt item spacing & Script rendering

Also, I think that ratio breaking updates should be MORE common. Factorio is a solved game and every multiplayer map is just people plopping down the same massive blueprints they didn't even make. And everybody just waiting for it to build. I agree with this, look at nuclear power - 'perfect' ratio...
by H8UL
Sat Jan 05, 2019 2:22 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63908

Re: Friday Facts #276 - Belt item spacing & Script rendering

The new sprite rendering is of great interest to me as a modder. I've sometimes wondered about "total conversion". Factorio's core mechanics are specialized, the api reflects that and is its greatest strength, but it has some downsides if you really want to go wild. I had a go at removing ...
by H8UL
Sat Jan 05, 2019 1:31 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63908

Re: Friday Facts #276 - Belt item spacing & Script rendering

Train signals also need fixing. What are you talking about? Signals work perfectly fine. What needs fixing? "No Path" does not help locate where a problem is along a thousand-unit track with fifteen signal pairs. It takes a lot of guesswork and trial-and-error to fix "No Path." ...
by H8UL
Sun Dec 30, 2018 4:59 pm
Forum: Ideas and Requests For Mods
Topic: [0.17] Adding Ore Hardness and Pickaxes back in
Replies: 22
Views: 11275

Re: [0.17] Adding Ore Hardness and Pickaxes back in

... script.on_event(defines.events.on_player_mined_entity, function(event) local player = game.players[event.player_index] local mined_tier = get_highest_commodity_tier(event.buffer) local axe_tier = get_highest_pickaxe_tier(player) player.print("Mined tier "..mined_tier.." with axe ...
by H8UL
Sat Dec 29, 2018 7:06 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153458

Re: Friday Facts #275 - 0.17 Science changes

The only thing I would disagree with here are the productivity modules for production packs: All the other things are going to be used sooner or later, but it is very well possible to never use prod modules, so this feels like you are trying to force us to use them(especially Level 1, which I never...
by H8UL
Sat Dec 29, 2018 1:56 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153458

Re: Friday Facts #275 - 0.17 Science changes

Rocket silo Launching a rocket without payload as a victory condition seems counterintuitive and not usability friendly. I'd suggest having a payload as a requirement before being able to launch the rocket. Having the Rocket Silo always work the same way (put something in the rocket) is easier to u...
by H8UL
Fri Dec 14, 2018 12:33 pm
Forum: Mods
Topic: [MOD 0.15-0.17] Research causes evolution
Replies: 6
Views: 2647

[MOD 0.15-0.17] Research causes evolution

Hello, I recently adopted a mod called "Research causes evolution": https://mods.factorio.com/mod/research_causes_evolution It replaces vanilla enemy evolution with a new mechanic: unlocking technologies increases biter evolution. I really liked the idea but the mod had issues, and it was ...
by H8UL
Thu Dec 13, 2018 9:27 pm
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17260

Re: [MOD 0.16] Ribbon Maze 0.6.7

darkfrei wrote:
Thu Dec 13, 2018 5:03 pm
It would be nice if dead ends of the maze can be 3x3 or 5x5 chunks size, but the corridors have the same one chunk wide.
That's the idea, but it's difficult.

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