Search found 194 matches

by Holy-Fire
Sat Jun 14, 2014 7:58 pm
Forum: Show your Creations
Topic: OAK's Full Underground Factory
Replies: 9
Views: 14913

Re: OAK's Full Underground Factory

Cute.

I'm sticking with the old gods though.
by Holy-Fire
Mon Jun 09, 2014 4:41 pm
Forum: Modding help
Topic: Modding Research lab speed?
Replies: 12
Views: 6567

Re: Modding Research lab speed?

bobingabout wrote:You've gone through this huge convoluted process here.

I cloned the lab, and added the tag "crafting_speed = 2," and it seems to work.
Interesting, thanks.
by Holy-Fire
Sun Jun 08, 2014 7:48 pm
Forum: Ideas and Suggestions
Topic: Dividers
Replies: 12
Views: 9416

Re: Dividers

ssilk wrote: Edit: and to this splitting above by Holy-Fire: would be cool, if someone built it and makes a photo and post it.
Your wish is my command :)

(Of course this is just a symbolic version)
by Holy-Fire
Fri Jun 06, 2014 1:38 pm
Forum: Implemented Suggestions
Topic: Switch the names of the "news" and "updates" subforums.
Replies: 6
Views: 3513

Re: Switch the names of the "news" and "updates" subforums.

I agree.

Though to be fair, "news" lists all the new versions, and "updates" lists the weekly updates about development.
by Holy-Fire
Fri Jun 06, 2014 8:50 am
Forum: Modding help
Topic: Modding night darkness?
Replies: 2
Views: 1916

Re: Modding night darkness?

Afaik you cannot modify the darkness. (read-only)

The same applies to the daylength. But because the current daytime is read/write you could use a workaround. E.g. you want to make the night longer you could read the current daytime if it passed midnight you reset it back to midnight. Continue as ...
by Holy-Fire
Thu Jun 05, 2014 10:16 pm
Forum: Modding help
Topic: Modding night darkness?
Replies: 2
Views: 1916

Modding night darkness?

How do I make the night darker?

(And in general, change parameters relating to the day/night cycle).
by Holy-Fire
Thu Jun 05, 2014 9:07 pm
Forum: Ideas and Suggestions
Topic: Dividers
Replies: 12
Views: 9416

Re: Dividers


This works for any ratio. Divide your stream into 32 parts, send 17 to copper wire, 1 to battery, 1 to red pack, and 13 back to the original stream.
This is the most helpful reply. As I mentioned earlier, however, this structure gets rather larger as we're talking about 2^5. Further, we are now ...
by Holy-Fire
Thu Jun 05, 2014 4:48 pm
Forum: Gameplay Help
Topic: Trying to understand the production numbers
Replies: 5
Views: 8057

Re: Trying to understand the production numbers


...
Thanks Holy-Fire, you are correct. I checked after I had written my post and although stone is mined faster than ore it was nowhere near my formula. So now we now for sure! :D

I wonder what the reason is to introduce hardness. It doesn't seem to play a major role in the game. As of now it's ...
by Holy-Fire
Thu Jun 05, 2014 3:07 pm
Forum: Gameplay Help
Topic: Trying to understand the production numbers
Replies: 5
Views: 8057

Re: Trying to understand the production numbers


For miners it's complicated and not clear. First of all mining power is not relevant at the moment (maybe it was in prior versions). Every mineable ressource has a mining hardness (which is comparable to the base production time) and iirc it's 0.9 for all mineable materials (iron/copper/stone/coal ...
by Holy-Fire
Thu Jun 05, 2014 2:17 pm
Forum: Gameplay Help
Topic: Basic resource management
Replies: 17
Views: 12520

Re: Basic resource management

There are many different designs and players have different preferences. I manufacture gears in one location and move them on a belt. Copper wires I feed directly to the electronic circuit machines.

Note also that while this game is about automation, there's a lot of mileage to gain by having a few ...
by Holy-Fire
Tue Jun 03, 2014 9:57 am
Forum: Modding help
Topic: Modding Research lab speed?
Replies: 12
Views: 6567

Re: Modding Research lab speed?

I read it and found it quiet useful. Thanks FreeER. Oh good, I didn't waste my time then :) Glad you found it helpful, I thought about deleting it but figured that it was possible for someone who didn't know to find it (but I still put it in a spoiler since it doesn't directly solve Holy-Fire's ...
by Holy-Fire
Mon Jun 02, 2014 10:54 pm
Forum: Modding help
Topic: Modding Research lab speed?
Replies: 12
Views: 6567

Re: Modding Research lab speed?

game.player.force.resettechnologies()
game.player.force.resetrecipes()
game.reloadscript()

This might work. It is designed to be used in amigration script but may work outside of it. Look at the Lua/Force wiki page for more info: https://forums.factorio.com/wiki/index.php?title=Lua/Force
Thanks ...
by Holy-Fire
Mon Jun 02, 2014 10:45 pm
Forum: Modding help
Topic: Modding Research lab speed?
Replies: 12
Views: 6567

Re: Modding Research lab speed?

You could probably lower the energy usage
This idea crossed my mind as well but I thought for sure it wouldn't work... But it turns out it does!

Using this upsets the balance a bit (since for other buildings I'm keeping the same power consumption), but labs aren't a big power consumer anyway.


I ...
by Holy-Fire
Mon Jun 02, 2014 9:34 pm
Forum: Modding help
Topic: Modding Research lab speed?
Replies: 12
Views: 6567

Modding Research lab speed?

Is it possible to change the speed of research labs? I could find no "speed" property in the base files.

I'm trying to write a mod that slows down most aspects of the game. But I figure this could be useful, for example, for a mod that has several lab types with different speeds.
by Holy-Fire
Mon Jun 02, 2014 8:16 pm
Forum: Off topic
Topic: Your first and second impression?
Replies: 27
Views: 26925

Re: Your first and second impression?

kovarex wrote:
schwarzie2478 wrote:I recently acquired Anno 2070 and was playing through the campaign
...
I should try the game someday, so I know what everyone is talking about :)
For what it's worth, I personally think that the previous game in the series, Anno 1404, was much better. You might want to try that as well.
by Holy-Fire
Wed Apr 23, 2014 7:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.8] Game requires sound to play?
Replies: 11
Views: 6660

Re: [0.9.8] Game requires sound to play?

Without sound, the game is not fun, and thus cannot be considered "play".

Hence, the game requires sound to play :)
by Holy-Fire
Fri Apr 18, 2014 7:00 am
Forum: Not a bug
Topic: Inserter does not retain specified buffer_capacity
Replies: 7
Views: 4212

Re: Inserter does not retain specified buffer_capacity

FreeER wrote:btw you can use a 'k' to specify kilo but for the rest of the multipliers you must use the capital version ('M','G', and 'T'), just a bit of inconsistency I noticed.
That's the Metric prefix standard.
by Holy-Fire
Wed Apr 16, 2014 8:30 pm
Forum: Ideas and Suggestions
Topic: high capacity flag for assembly machines 3
Replies: 5
Views: 3924

Re: high capacity flag for assembly machines 3

It can be clearly seen in the video that the problem is not the input of copper plates, it's the output of wire.

The machines doing electronic circuits, to which you output the wires, can't keep up, because they have just one basic inserter feeding them iron. Add an inserter for the iron and it ...
by Holy-Fire
Thu Apr 03, 2014 12:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Production stats way off
Replies: 12
Views: 6760

Re: [0.9.2] Production stats way off

Also, mind the bugs in my original thread https://forums.factorio.com/forum/viewtopic.php?f=7&t=1914
(for example on the screenshot there the colors of graph are random/not matching, and others described there...)

Ok, so there was actually a fundamental bug in the production statistics ...
by Holy-Fire
Sat Mar 29, 2014 6:51 pm
Forum: Balancing
Topic: Power distribution
Replies: 1
Views: 6303

Re: Power distribution

Without accumulators, there is no place to store excess energy so the engines generate just what's needed. That's the whole point of accumulators.

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