Search found 267 matches

by Omnifarious
Mon Mar 19, 2018 3:43 pm
Forum: Ideas and Suggestions
Topic: Scaling PVP respawn times
Replies: 7
Views: 2308

Scaling PVP respawn times

TL;DR In PVP scenarios, provide option to make respawn times scale with distance from your starting area on death. What ? There should be an option in PVP scenarios to make respawn times scale with your distance from your starting area. I would suggest scaling on a sigmoid , with very short (1 to 5...
by Omnifarious
Thu Mar 08, 2018 6:11 pm
Forum: Ideas and Requests For Mods
Topic: Modding completely new automated transport method
Replies: 5
Views: 1917

Re: Modding completely new automated transport method

AAI does that with vehicles like Haulers and all kind of new military vehicles, that can load and unload Helicopter can be controlled remotley to fly to preset destinations, like map markers, helipads and player position So it should be possible. But dont ask me, i know nothing bout modding Do you ...
by Omnifarious
Thu Mar 01, 2018 7:31 pm
Forum: Ideas and Suggestions
Topic: Reinforced concrete walls
Replies: 8
Views: 3891

Re: Reinforced concrete walls

Tekky wrote:Different kinds of wall types have already been suggested in the following thread:

viewtopic.php?f=6&t=41888 Iron/Steel/Wood Walls?
I missed that. I should've searched more. Though, I don't know that adding to that discussion would've been helpful.
by Omnifarious
Thu Mar 01, 2018 8:25 am
Forum: Modding help
Topic: How would you create a new automated transport method?
Replies: 1
Views: 523

How would you create a new automated transport method?

Adding new vehicles doesn't seem hard. But what if you want some kind of station like a train station, but for a different vehicle type that doesn't use train routing at all? Is this possible to do at all with modding? I was thinking, in particular, of the cargo plane from the Aircraft mod. It might...
by Omnifarious
Wed Feb 28, 2018 9:58 pm
Forum: Ideas and Suggestions
Topic: Reinforced concrete walls
Replies: 8
Views: 3891

Reinforced concrete walls

TL;DR Add a new type of wall made of reinforced concrete instead of stone What ? Now that we have refined concrete (which requires iron sticks and steel as well as concrete) it would be nice to have a new type of wall made with this new concrete, a reinforced concrete wall. I would suggest it have ...
by Omnifarious
Sun Feb 25, 2018 5:34 pm
Forum: Ideas and Requests For Mods
Topic: Modding completely new automated transport method
Replies: 5
Views: 1917

Modding completely new automated transport method

Adding new vehicles doesn't seem hard. But what if you want some kind of station like a train station, but for a different vehicle type. Is this possible to do at all with modding? I was thinking, in particular, of the cargo plane from the Aircraft mod. It might be nice to use it as a very fast, but...
by Omnifarious
Mon Feb 19, 2018 8:51 am
Forum: General discussion
Topic: My guide to "There is no spoon" (15.X version)
Replies: 48
Views: 72364

Re: My guide to "There is no spoon" (15.X version)

I managed to find a map in 0.16 that's a lot better than this map. Still haven't managed a sub-8 hour playthrough. I'm almost tempted to load in an older version of Factorio just to get the achievement. But I feel like that would be cheating. Here's the map string... main annoyance is that the coal ...
by Omnifarious
Sat Feb 17, 2018 3:13 am
Forum: General discussion
Topic: My guide to "There is no spoon" (15.X version)
Replies: 48
Views: 72364

Re: My guide to "There is no spoon" (15.X version)

I was right. Doesn't work in 0.16 because they closed the loophole of setting enemy bases to 'None'. If you load the map string, then set the enemy bases back to normal, you get a completely different map of course, since the random number generator is now cycled through for the biter bases and thro...
by Omnifarious
Fri Feb 16, 2018 5:42 pm
Forum: General discussion
Topic: My guide to "There is no spoon" (15.X version)
Replies: 48
Views: 72364

Re: My guide to "There is no spoon" (15.X version)

Has anybody updated this for 0.16? In particular, I'm looking for a good map string. They changed resource generation in 0.16. I haven't tried the 0.15 map string, but I suspect it wouldn't work well. Also, does the achievement require not turning off (or even turning down) the biters in 0.15? It do...
by Omnifarious
Sun Dec 24, 2017 4:00 am
Forum: Ideas and Suggestions
Topic: 0.16 Allow logistic Buffer chests to supply Requester chests
Replies: 14
Views: 6542

Re: 0.16 Allow logistic Buffer chests to supply Requester chests

From FF-#222 I also feel, that we should add 2 things to the logistic system in 0.16: A checkbox in the requester chest that would allow the player to specify whether it should or shouldn't take from buffer chests, as even with the priorities, it might be annoying if robots took all the stuff from b...
by Omnifarious
Mon Dec 18, 2017 1:41 am
Forum: Ideas and Suggestions
Topic: 0.16 Allow logistic Buffer chests to supply Requester chests
Replies: 14
Views: 6542

Re: 0.16 Allow logistic Buffer chests to supply Requester chests

Why not just have requester chests get things from other chests in this priority, highest to lowest: active provider, storage, passive provider, buffer Yeah, things might get shipped halfway across your base and stuck in a buffer, only to be shipped all the way across your base later. But that's the...
by Omnifarious
Sun Oct 08, 2017 5:41 am
Forum: Ideas and Suggestions
Topic: Read inserter stack size from the picked item's channel
Replies: 13
Views: 5128

Re: Read inserter stack size from the picked item's channel

You've gone a lot farther than I. Any given station can only do either export or import. I've considered adding export capabilities to remote station to move out rocks and wood to feed into stuff that can use it. I guess when I expand and want to deconstruct a wall maintenance station a more compreh...
by Omnifarious
Mon Oct 02, 2017 3:00 am
Forum: Ideas and Suggestions
Topic: Read inserter stack size from the picked item's channel
Replies: 13
Views: 5128

Re: Read inserter stack size from the picked item's channel

Does the suggestion result from the limitation, that the stack size only can be set for all filtered items and not for each one? I came here because I was about to make the same feature request and was pleased to note that someone had already done it for me. So, I will attempt to answer your questi...
by Omnifarious
Sun Oct 01, 2017 4:08 pm
Forum: Ideas and Suggestions
Topic: Read inserter stack size from the picked item's channel
Replies: 13
Views: 5128

Re: Read inserter stack size from the picked item's channel

E.g. if a filter inserter has chosen to pick up pumpjacks, the stack size for that particular pick would be read from the pumpjack channel. The UI to select this mode of operation could be an "each" option in the "control signal" selection dialogue. This feature would fit well w...
by Omnifarious
Mon Sep 18, 2017 4:50 am
Forum: Ideas and Suggestions
Topic: Multiple logistics networks
Replies: 11
Views: 6119

Re: Multiple logistics networks

Any logic between multiple logistic networks can be accomplished by placing roboports one tile apart. I made this a while ago, posted elsewhere -- all I did is set up very basic production each in an individual logistic network. I placed one bot in each network and let them spread themselves out. B...
by Omnifarious
Wed Sep 13, 2017 5:24 am
Forum: Combinator Creations
Topic: Movie Player
Replies: 86
Views: 463700

Re: Movie Player

Now, the next question is, can we build a turing-complete computer in factorio? Should be possible. Conway's game of life has been done in Factorio and appears in some of the teaser videos on Steam. Conway's game of life itself is Turing complete, so yes, this has been done. And I don't think you'd...
by Omnifarious
Wed Sep 13, 2017 5:05 am
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 235
Views: 154920

Re: Unofficial Factorio Troll/Griefer Database (FTGD) - Last update: 5/21/2017

There is a configuration for autosaving, just like in single player. It is possible to adjust the frequency and quantity of saves. However, it could be problematic to roll back to the correct save if an admin with command-line control of the server is not present at the time of griefing. If a serve...
by Omnifarious
Wed Sep 13, 2017 4:46 am
Forum: Ideas and Suggestions
Topic: Multiple logistics networks
Replies: 11
Views: 6119

Segmenting logistics networks for robot availability

I love the green requester/provider chest. It solves a problem I've been trying to figure out how to solve with circuit networks for awhile. But it doesn't solve the problem the news post talked about, the fact that you have to segment your logistics networks. My main problem isn't distributing item...
by Omnifarious
Wed Aug 09, 2017 2:36 am
Forum: Cheatsheets / Calculators / Viewers
Topic: A simple Python 3.6 calculator
Replies: 2
Views: 2785

Re: A simple Python 3.6 calculator

I posted mine on BitBucket (and mirrored it on GitHub) where it join the others with (in some ways) nicer UIs, though the one I tested presented output that was very pretty, but also very confusing. Mine is painful to use. But the output is very clear. :-) I put it on BitBucket primarily because I l...
by Omnifarious
Sat Aug 05, 2017 8:38 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: A simple Python 3.6 calculator
Replies: 2
Views: 2785

Re: A simple Python 3.6 calculator

An updated version, plus an example: import pickle import os import os.path as _osp from fractions import Fraction as _F import sys from collections import namedtuple class ProductionItem: __slots__ = ('_name', '_time', '_ingredients', '_produced', '__weakref__') def __init__(self, name, time, ingre...

Go to advanced search