Search found 57 matches

by morsk
Mon Dec 31, 2018 9:51 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 73392

Re: Friday Facts #275 - 0.17 Science changes

About "theme", where are the Braking Force techs? Because we would learn how to make trains stop ridiculously fast without destroying the track, exactly by melting very many tracks into purple goo to see what happens. I agree rail doesn't fit the theme for the same reasons, but I just thin...
by morsk
Sun Dec 30, 2018 8:24 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 73392

Re: Friday Facts #275 - 0.17 Science changes

I wonder how much of the current Gun Turret balance is intended, and if they'll be weaker at endgame without the double-dipping from 2 techs. They're completely OP with Uranium bullets and 1-2 Space upgrades, and I don't even put walls in front of them. https://imgur.com/1sp27fX.png But the lasers a...
by morsk
Sun Dec 30, 2018 12:17 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 107505

Re: Friday Facts #266 - Cleanup of mechanics

I'm new to this, but have been drawn here by off-topic spam in the FFF #275 thread. :/ If you hadn't spammed elsewhere where I wanted to discuss other things, I would not be here. But I've come and read your thread. Many pages of it! The recent stuff is all fake. No one likes axes this much. And I d...
by morsk
Sat Dec 29, 2018 7:27 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 73392

Re: Friday Facts #275 - 0.17 Science changes

Something cool I noticed about direct insertion ratios on purple science. 30/21 rails is a mess, but it exactly cancels into clean ratios if you have speed penalties from 2x prod modules (in assembly machine 2), or 4x prod modules. I still haven't decided what shape I'd build it all in though. 1:2:8...
by morsk
Sat Dec 29, 2018 7:04 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 73392

Re: Friday Facts #275 - 0.17 Science changes

Excited for the new recipes. I tend to quit bases around the transition from blue to purple science, as the scale gets huge, but I don't have exoskeletons and everything feels so tedious. With purple vs. yellow more of a choice, I can finally get yellow first, and then do purple after I can actually...
by morsk
Mon Nov 12, 2018 3:39 am
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 39
Views: 7855

Re: Circuit network connections for splitters

I use splitters for more than just backbones. I split items up from belts to their respective train loader and it would really help when i have an automated station (that is, items change based on what recipe it's currently doing) to set up which train loader gets what items. I don't intend to expl...
by morsk
Sun Nov 11, 2018 4:22 pm
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 39
Views: 7855

Re: Circuit network connections for splitters

I suspect a programmable filter is useless. Compared to the filter inserter, a splitter guarantees its item will back up, instead of passing through. Letting an item back up on a mixed belt is almost never what you want, as it easily deadlocks. If an item is so toxic to the system ahead of it that i...
by morsk
Thu Nov 08, 2018 3:26 am
Forum: Implemented Suggestions
Topic: Sync Mods + Load Game as a single operation
Replies: 6
Views: 1632

Re: Sync Mods + Load Game as a single operation

I changed my mind. This feature would not solve the problem. I am going to create separate mod folders for every one of my worlds, and separate .bat files to launch directly to the world, using its own mods. This will be faster than any in-game feature for reloading mods. Only a customized launcher ...
by morsk
Wed Nov 07, 2018 10:55 pm
Forum: Ideas and Suggestions
Topic: Burner inserters should always be able to fuel themselves.
Replies: 6
Views: 1202

Re: Burner inserters should always be able to fuel themselves.

I like them how they are. The belt speed wouldn't make my "top 3 annoyances" with them: Always pre-fuel burner inserters that are moving non-fuel items, before connecting the belts behind them, or they will immediately break themselves moving an item instead of grabbing fuel. Never let the...
by morsk
Wed Nov 07, 2018 4:18 pm
Forum: Ideas and Suggestions
Topic: Condensers
Replies: 18
Views: 2540

Re: Condensers

It would allow you to to create fully independent bases that don't even care about being connected to your main power supply that are supplied by steam and don't care about location. Blueprints that rely on steam power and don't need to be manually hooked up to a water source, but instead utilize y...
by morsk
Wed Nov 07, 2018 3:31 pm
Forum: Implemented Suggestions
Topic: Sync Mods + Load Game as a single operation
Replies: 6
Views: 1632

Sync Mods + Load Game as a single operation

TL;DR "Load this game, with these mods," as a single operation. What ? Factorio knows how to start directly into a game. It just isn't being asked to. The --load-game command line option exists, and works. "Sync Mods" already replaces Factorio with a new process. It could simply...
by morsk
Wed May 30, 2018 3:56 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.16.43] Inserter inconsistency when grabbing from belts
Replies: 6
Views: 1635

Re: [kovarex] [0.16.43] Inserter inconsistency when grabbing from belts

My blueprint still produces it for me in 0.16.46:

https://youtu.be/zi6KU6maWlw

Unfortunately I don't know how to do the tick timing with combinators, only to check if a belt has full throughput with splitters.
by morsk
Sun May 27, 2018 2:17 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.16.43] Inserter inconsistency when grabbing from belts
Replies: 6
Views: 1635

Re: [0.16.43] Inserter inconsistency when grabbing from belts

I confirmed this in a different way, using priority splitters to tell when the belt ahead was blocked. Only the mirrored south orientation ever overflowed onto the other side of the splitter.

edit: idk if this is even useful, but here's my test blueprint, and a picture of which belt overflows.
by morsk
Sun Apr 29, 2018 6:24 pm
Forum: Resource Spawner Overhaul
Topic: Wrong code applies richness modifier
Replies: 4
Views: 1035

Wrong code applies richness modifier

Sorry if I'm reporting this in the wrong place. Also I only know Lua, almost nothing about Factorio modding. http://i.imgur.com/oBFbsFX.png This probably meant to do "res_conf.type" instead of "type". The latter is a function reference, and will always compare unequal to those st...
by morsk
Mon Jan 22, 2018 9:34 pm
Forum: Duplicates
Topic: [0.16.17] Crash After Placing Splitter
Replies: 2
Views: 401

Re: [0.16.17] Crash After Placing Splitter

It's probably an artillery round that does it. Two things that happen immediately before the crash are a train leaving, and the artillery round. But I tried stopping the train, and it still happens.

Wasn't this either; I removed the turret and it still crashed. I think I'm done trying to guess.
by morsk
Mon Jan 22, 2018 9:11 pm
Forum: Duplicates
Topic: [0.16.17] Crash After Placing Splitter
Replies: 2
Views: 401

[0.16.17] Crash After Placing Splitter

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by morsk
Fri Dec 15, 2017 1:10 am
Forum: Resource Spawner Overhaul
Topic: Usefull commands for Map-tests
Replies: 11
Views: 82338

Re: Usefull commands for Map-tests

(I realize the thread is 1+ years old, but it still shows up on Google. I'm still using this thread in Dec 2017.) I like to add a line to make the map always bright: /c game.forces.player.chart(game.player.surface, {lefttop = {x = -2048, y = -2048}, rightbottom = {x = 2048, y = 2048}}) /c game.spee...

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