Search found 267 matches

by Omnifarious
Sat Apr 14, 2018 9:36 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 55028

Re: Friday Facts #238 - The GUI update (Part II)

Where's this confirmation button? I still can't see it. It's the green checkbox in the top right of the blueprint window screenshot, not on the tech tree mockups. That's not the button I was talking about. After reading a whole lot of different things people have said about this, I have the growing...
by Omnifarious
Sat Apr 14, 2018 12:23 am
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 55028

Re: Friday Facts #238 - The GUI update (Part II)

My reactions are these: Wow, that's pretty and nice looking. Hey, a queue! That will certainly be helpful. Hmm, I would've thought a color progression that reflected the state progression would be more in order. Red -> Orange -> Yellow -> Green = Unavailable -> Available -> Queued/Researching -> Res...
by Omnifarious
Thu Apr 12, 2018 2:36 pm
Forum: Ideas and Suggestions
Topic: Changes for continuous beam lasers
Replies: 15
Views: 2761

Re: Changes for continuous beam lasers

I dare you search internet for continuous beam lasers. These devices can almost never be used as a weapon. Any type of a laser based weapon fires short beam burst and charges after. This is mostly based of technology underlying laser as a device - a single frequency light beam resonance within a cr...
by Omnifarious
Thu Apr 12, 2018 12:13 am
Forum: Ideas and Suggestions
Topic: Changes for continuous beam lasers
Replies: 15
Views: 2761

Changes for continuous beam lasers

TL;DR Make lasers continuous beam and change laser shooting speed to laser power output and make it infinite, and change laser damage to laser collamination and make it limited, also adjust other things about how lasers work to fit. What ? I remember reading in FFF #228 that continuous beam lasers ...
by Omnifarious
Tue Apr 10, 2018 9:08 am
Forum: Ideas and Suggestions
Topic: Artillery auto-targetting
Replies: 16
Views: 6334

Re: Artillery auto-targetting

In fact, it's frustration with the method you suggest that informs my desire. I did indeed try this method, only to have the turret spring into life the moment I inserted ammo So place the turret where it has nothing to target. You have a much larger manual targeting range anyway. This little bit o...
by Omnifarious
Mon Apr 09, 2018 3:40 pm
Forum: Ideas and Suggestions
Topic: Artillery auto-targetting
Replies: 16
Views: 6334

Re: Artillery auto-targetting

Why? Why would you drive an artillery train to a position and not have it shoot? Why would you put artillery turrets at a place if you don't want them to always shoot everything in range? If you don't want an artillery to target something, don't put an artillery down. Seems simple to me. One of the...
by Omnifarious
Mon Apr 09, 2018 4:36 am
Forum: Ideas and Suggestions
Topic: Artillery auto-targetting
Replies: 16
Views: 6334

Re: Artillery auto-targetting

I don't know that this is a good idea, but, there should definitely be a way to turn off artillery auto-targetting.
by Omnifarious
Mon Apr 02, 2018 5:47 am
Forum: Mods
Topic: [MOD 0.13.0+] Wireless Signals 0.1.2
Replies: 32
Views: 28361

Re: [MOD 0.13.0+] Wireless Signals 0.1.2

I'm getting a weird bug in which I now have a permanent 1 signal for a few things I've transmitted previously. I suspect that this is related to having put in a repeater at one point. But removing the repeater has no effect now. I have a suggestion for the code. I haven't looked at it, but what I wo...
by Omnifarious
Sun Apr 01, 2018 7:21 am
Forum: News
Topic: Price change
Replies: 108
Views: 39836

Re: Price change

Re: subscriptions... I have regretted every single subscription I have ever paid for that wasn't a magazine. In particular, I've been outright angry with subscriptions that automatically re-up. Those are the tool of the devil. Yes, I can understand the logic of a subscription model for software. No,...
by Omnifarious
Wed Mar 28, 2018 5:16 pm
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 74
Views: 77422

Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.

sorry i do not play factorio anymore, and just do the minimum to maintain the mod. Would you please put the mod code someplace so someone else could take over maintenance if you lose interest? Also, it would be really nice to have mod settings that allowed you to adjust various things. At a minimum...
by Omnifarious
Wed Mar 28, 2018 2:55 pm
Forum: Ideas and Suggestions
Topic: Roboport train car
Replies: 28
Views: 12142

Re: Roboport Wagon! (To help with RailWorld)

Only annoying thing is that you'd need radar coverage to view the map to do remote construction... is vehicle grid radar a thing yet? Would be handy for trains. I always place my radars on a strict grid pattern. I have a very large blueprint with two radars on it to place the radars exactly 32 (I t...
by Omnifarious
Wed Mar 28, 2018 5:45 am
Forum: Ideas and Suggestions
Topic: Roboport train car
Replies: 28
Views: 12142

Re: Roboport Wagon! (To help with RailWorld)

I really like the idea to use for actually building a remote outpost. If you set things up correctly, One one map I had a system where every outpost had a stop specifically for supplying the outpost with stuff to repair it. I had a small train loaded up with supplies who's schedule included all of t...
by Omnifarious
Mon Mar 26, 2018 10:01 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 127962

Re: [MOD 0.14] Alien Biomes

I'm noticing something odd... pollution absorption by the landscape seems significantly greater than vanilla. I started my game with Alien Biomes enabled. I have a power generation facility with 160 steam engines and 80 boilers, and while they're bright red, the pollution drops off much more quickly...
by Omnifarious
Mon Mar 26, 2018 2:57 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52012

Re: Friday Facts #235 - 0.16 stable

The item locomotive power of one "block" hauls an equivalent force of 665 items across 1 tile per second. Each block has a footprint of 12 tiles, giving 55.4 item moving power per amount of real estate used. This is roughly 40% stronger than using blue belts in the same space. Not bad! It...
by Omnifarious
Sat Mar 24, 2018 4:27 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52012

Re: Friday Facts #235 - 0.16 stable

impetus maximus wrote:they have given us the tools. ;)
Both of those could be even simpler with the filtering balancers introduced in 0.16.
by Omnifarious
Sat Mar 24, 2018 3:18 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52012

Re: Friday Facts #235 - 0.16 stable

One thing I would ask, wait for the robot/belt balancing until you've seen a test map or two in which someone has used a pallet mod and minimal robots. I think adding pallets and the associated hassle, and the amazing power they give, turning a 40 item/sec belt into a 4000 item/sec belt, would make ...
by Omnifarious
Tue Mar 20, 2018 12:08 am
Forum: Ideas and Suggestions
Topic: Scaling PVP respawn times
Replies: 7
Views: 2285

Re: Scaling PVP respawn times

I feel the fact attackers can leave a lot of bad stuff behind in someone's base makes an attack a very beneficial for the attacker and very bad for the defender. Once again this has nothing to do with spawn timers and everything to do with other mechanics. If an opponent is already in your base, hi...
by Omnifarious
Mon Mar 19, 2018 7:11 pm
Forum: Ideas and Suggestions
Topic: Scaling PVP respawn times
Replies: 7
Views: 2285

Re: Scaling PVP respawn times

Why is a second scaling element needed? Watching a recording of an actual game, it seems like there is a lack of balance: Factorio PVP Shoutcast - Production Scoring - 2018-Mar-10 It took one team about 20-30 minutes to even begin to recover from a base invasion because all of the mines kept killin...
by Omnifarious
Mon Mar 19, 2018 5:23 pm
Forum: Ideas and Suggestions
Topic: Scaling PVP respawn times
Replies: 7
Views: 2285

Re: Scaling PVP respawn times

I hope you realize the long travel time to reach the enemy base is its scaling timer. Why would you need two scaling timers? The biggest reason is the short time for dying inside your own base. When you come back, you have very little equipment. Once you are killed it becomes much, much harder to f...
by Omnifarious
Mon Mar 19, 2018 5:15 pm
Forum: Ideas and Requests For Mods
Topic: Biter attack pattern rewrite (Akin to They are Billions)
Replies: 4
Views: 1616

Re: Biter attack pattern rewrite (Akin to They are Billions)

I don't know that this would work for Factorio for a variety of reasons. Partly because it isn't the same game as "They Are Billions". One thing that I do think would be interesting would be to give biters a value system affecting their pathing that causes them to avoid defenses in favor o...

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