Search found 303 matches

by immibis
Fri Mar 07, 2014 11:47 pm
Forum: Implemented mod requests
Topic: Discussion: multiple fluid tanks
Replies: 0
Views: 3057

Discussion: multiple fluid tanks

Since 0.9, entities can have multiple fluid tanks (internally called fluid boxes). For example: steam engines have one tank that has two connection points, amd chemical plants have up to four tanks and four connection points (the exact configuration depends on the recipe). The current Lua getliquid(...
by immibis
Fri Mar 07, 2014 11:21 pm
Forum: General discussion
Topic: Rail junction examples?
Replies: 5
Views: 3221

Re: Rail junction examples?

As someone new to rails, it's very odd to me that the curved tracks seem to require one tile of straight track for diagonal connections but not for orthogonal connections, and that the result is more of a rounded square than a circle. If that's accurate, some examples would be helpful. If it's not,...
by immibis
Fri Mar 07, 2014 11:20 pm
Forum: Not a bug
Topic: [0.9.0] Not sure if it is a bug (Control.lua, getliquid())
Replies: 5
Views: 4211

Re: [0.9.0] Not sure if it is a bug (Control.lua, getliquid(

Ok sorry for tanking so long answering this. Is not a bug, it only happens when the storage of the tank is empty, that confused me a bit. Okay, that makes sense. When the tank is empty, there's no liquid in it. getliquid() returns nil to mean "no liquid" - otherwise it would have to speci...
by immibis
Fri Mar 07, 2014 1:35 am
Forum: Modding help
Topic: Items not showing
Replies: 5
Views: 3093

Re: Items not showing

Alternatively, put your data:extend calls directly in data.lua. Nothing actually forces you to have separate files.
by immibis
Fri Mar 07, 2014 1:34 am
Forum: General discussion
Topic: Deconstruction Planner and storage chests
Replies: 26
Views: 14115

Re: Deconstruction Planner and storage chests

This has been brought up multiple times already (https://forums.factorio.com/forum/viewtopic.php?f=6&t=2680 https://forums.factorio.com/forum/viewtopic.php?f=6&t=2433 https://forums.factorio.com/forum/viewtopic.php?f=6&t=2549 and maybe more). We talked about this and so far we like the ...
by immibis
Thu Mar 06, 2014 8:08 am
Forum: Ideas and Suggestions
Topic: Long pipes
Replies: 10
Views: 3990

Re: Long pipes

There is a relevant change in 0.9.2. I don't know if I'm allowed to tell anyone what it is.
by immibis
Thu Mar 06, 2014 6:28 am
Forum: Implemented Suggestions
Topic: Assember Machine 3
Replies: 13
Views: 4710

Re: Assember Machine 3

kengonakajima wrote:
I used map editor and put nearly infinite copper and iron and oil , and no enemies,
But don't rocket defenses require level 3 modules, which require alien artifacts?
by immibis
Thu Mar 06, 2014 5:24 am
Forum: General discussion
Topic: multiplayer
Replies: 9
Views: 6638

Re: multiplayer

0.9+ could mean 0.9, or it could mean 0.10, or it could mean 0.15, or 8.2.
by immibis
Thu Mar 06, 2014 5:23 am
Forum: Balancing
Topic: Engine unit
Replies: 26
Views: 20215

Re: Engine unit

Zourin wrote: Electric cars may not be so viable, given that there's a tendancy to leave them parked wherever, and not necessarily someplace where they'd be recieving electric charge.
They'd be okay if you scatter some substations around the outside of your base.
by immibis
Wed Mar 05, 2014 11:04 pm
Forum: Ideas and Suggestions
Topic: Interpolated pollution display on map
Replies: 1
Views: 1153

Interpolated pollution display on map

Right now the map's pollution display is noticeably blocky, as pollution is tracked per map chunk. I suggest it should be interpolated, so that the pollution strength of a chunk is shown at the centre of the chunk, and in between chunk centres is a gradient.
by immibis
Wed Mar 05, 2014 11:03 pm
Forum: Implemented Suggestions
Topic: Assember Machine 3
Replies: 13
Views: 4710

Re: Assember Machine 3

kengonakajima wrote:My current end-game objective is also "how many rocket defence could be made per hour keeping 60fps?" .
I think overproducing/maxproducing is a very good self-made objectives in this game.
How many biter bases can be destroyed per hour keeping 60fps?
by immibis
Wed Mar 05, 2014 10:32 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 121082

Re: Railroad

Kovarex & LoSboccacc: Yes, the direction is right. The details are the problem. For example: I built a train station about 2000 tiles away, to see, which problems occur. I need over 250 green wires to connect that. Big electric poles have a wire reach of 30 tiles. You need about 70 wires to cov...
by immibis
Wed Mar 05, 2014 11:18 am
Forum: Not a bug
Topic: pipe-to-ground with no collision box gives connection error
Replies: 3
Views: 3409

Re: pipe-to-ground with no collision box gives connection er

It looks like the offset has to be on the north, south, east or west of the bounding box. With a zero size bounding box, there are no valid offsets. It does this to calculate the direction the pipe is facing. Maybe in the future there'll be a way to specify the direction instead of making Factorio c...
by immibis
Wed Mar 05, 2014 11:13 am
Forum: General discussion
Topic: multiplayer
Replies: 9
Views: 6638

Re: multiplayer

At this point it looks like the answer is:

...

...

...

...
Never. Now that I have your attention: it doesn't seem to be planned, except as a possible idea in the distant future. It might happen in the distant future, but don't expect it or wait for it.
by immibis
Tue Mar 04, 2014 10:45 am
Forum: General discussion
Topic: Multiplayer
Replies: 22
Views: 9053

Re: Multiplayer

Also don't forget all the features you can't have if you have multiplayer. There's nothing currently in Factorio where it'd be a problem, but you might think of something in the future and think "Darn, this would be an awesome feature, but it won't work with multiplayer!". Maybe an entity...
by immibis
Mon Mar 03, 2014 12:26 am
Forum: Balancing
Topic: Intermediate fluids as items
Replies: 22
Views: 21003

Re: Intermediate fluids as items

Alternatively, let assembling machines connect to pipes. That is the plan for new assembling machine 2 and 3. Not sure when it is coming, but it is. This would be used for recipes like: barrel loading / unloading, electric engine units, etc. And then what will the difference be between chemplant an...
by immibis
Sun Mar 02, 2014 7:58 pm
Forum: General discussion
Topic: Need help with Train stop!!
Replies: 5
Views: 4098

Re: Need help with Train stop!!

Hogweed wrote:Ahh, thank you. It was a simple thing to just change the areas I needed to straight. Works great now!!\

Just one thing, how do I change the station's names? The box comes up, but I do see anyway to make the change.

Thanks!
You can't. All you can do with the box is give two stations the same name.
by immibis
Sun Mar 02, 2014 6:46 am
Forum: Balancing
Topic: Intermediate fluids as items
Replies: 22
Views: 21003

Re: Intermediate fluids as items

Alternatively, let assembling machines connect to pipes. That is the plan for new assembling machine 2 and 3. Not sure when it is coming, but it is. This would be used for recipes like: barrel loading / unloading, electric engine units, etc. I hope that it won't make the game too difficult by doing...
by immibis
Sat Mar 01, 2014 8:19 pm
Forum: Implemented Suggestions
Topic: New logistic chest Type / Filtered logistic storage chests ☸
Replies: 15
Views: 25128

Re: New logistic chest Type

Or you could just create a massive field of storage chests and hope for the best :). No seriously storage chests are just to dump random things in another chest is needed. All i want is a robot charger, the amount of robots that die waiting to be charged is annoying. This chest is for when you don'...
by immibis
Sat Mar 01, 2014 8:16 pm
Forum: News
Topic: Friday Facts #23 - Year after
Replies: 45
Views: 31661

Re: Friday Facts #23 - Year after

There will be new content even after 0.9 :) But the thing is that we need to fix some graphical problems from the past first - that means re-skinning assembling machines (now done), inserters, transport belts. Is there anything wrong with those icons, except that they don't match the new style? At ...

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