Search found 187 matches

by AngledLuffa
Wed Sep 25, 2019 5:31 pm
Forum: Balancing
Topic: Poison Capsules Should Produce Pollution
Replies: 7
Views: 3437

Re: Poison Capsules Should Produce Pollution

Just to clarify, I don't want the base poison capsules to be stronger than they are. I would like it to be possible to research "poison +20%" the same way you can research "physical projectile +20%". It could affect slowdown capsules as well. Even if there aren't other weapons in...
by AngledLuffa
Wed Sep 25, 2019 5:29 pm
Forum: Balancing
Topic: Poison Capsules Should Produce Pollution
Replies: 7
Views: 3437

Re: Poison Capsules Should Produce Pollution

I think adding pollution would help realism. If biters care about clouds of industrial byproducts, surely they should care about concentrated forms of those gases applied directly to their nests. The indirect nerfing of using poison gas as tree removal can be balanced by making the canisters stronge...
by AngledLuffa
Mon Sep 23, 2019 3:52 pm
Forum: Ideas and Suggestions
Topic: Stop inserter from automatically taking an item into an empty assembler
Replies: 3
Views: 1580

Re: Stop inserter from automatically taking an item into an empty assembler

In my experience, inserters never put anything into an unlabeled assembler. Is there something about your assembler creation that temporarily gives it a task?
by AngledLuffa
Mon Sep 23, 2019 3:00 pm
Forum: Balancing
Topic: Poison Capsules Should Produce Pollution
Replies: 7
Views: 3437

Poison Capsule tweaks

The first change I think would be helpful is to make it so poison capsules cause pollution. Seems pretty obvious that the biters would hate poisonous green gas even more than they hate industrial pollution. It would also be nice if there were an upgrade for the damage. Maybe make it so upgraded pois...
by AngledLuffa
Mon Sep 23, 2019 12:35 am
Forum: Ideas and Suggestions
Topic: Midi in-/output for Factorio
Replies: 6
Views: 2773

Re: Midi in-/output for Factorio

It's not exactly what you're looking for, but here's an option for midi blueprints:

http://miditorio.com/

It would be great if the already implemented instruments had more range to allow for more notes
by AngledLuffa
Sun Sep 15, 2019 4:41 pm
Forum: Combinator Creations
Topic: Accumulator charge display (current charge, last night charge, status)
Replies: 2
Views: 2831

Re: Accumulator charge display (current charge, last night charge, status)

One minor suggestion I have is to make the overnight minimum keep its color (yellow or pink) even after the batteries are fully charged in the daytime.
by AngledLuffa
Sun Sep 15, 2019 4:22 pm
Forum: Combinator Creations
Topic: Accumulator charge display (current charge, last night charge, status)
Replies: 2
Views: 2831

Re: Accumulator charge display (current charge, last night charge, status)

It's so completely wasteful, and I love it! Proudly have one in the center of my post-scarcity factory.
by AngledLuffa
Thu Aug 22, 2019 11:28 pm
Forum: Ideas and Suggestions
Topic: Train wagons carrying one item button
Replies: 74
Views: 19566

Re: QoL: Set filters in wagons with holding item and dragging

One reason I have found for wanting to restrict an entire car is when I'm transitioning to a longer train setup and might need to refuel an engine or unload a cargo train in the same spot.
by AngledLuffa
Thu Aug 15, 2019 5:54 pm
Forum: Ideas and Suggestions
Topic: Research worker robot speed can simultaneously improve the charging efficiency of robots or a separate reseach
Replies: 4
Views: 1376

Re: Research worker robot speed can simultaneously improve the charging efficiency of robots or a separate reseach

Battery research in vanilla would be excellent. The distance limitation on bot travel means that bot speed research falls off in usefulness very quickly for vanilla bots.
by AngledLuffa
Thu Aug 15, 2019 4:53 pm
Forum: Ideas and Suggestions
Topic: A way to keep non-inventory bots from claiming jobs on a build when you really want your inventory bots to do it.
Replies: 8
Views: 2706

Re: A way to keep non-inventory bots from claiming jobs on a build when you really want your inventory bots to do it.

Who said anything about it being temporary? More data on entities and more checks on that data = slower game for everyone. The ghosts aren't permanent, though. Why would any performance hit last longer than the time it takes to build a ghost? Anyway, I don't expect the performance hit from one addi...
by AngledLuffa
Thu Aug 15, 2019 4:29 pm
Forum: Ideas and Suggestions
Topic: A way to keep non-inventory bots from claiming jobs on a build when you really want your inventory bots to do it.
Replies: 8
Views: 2706

Re: A way to keep non-inventory bots from claiming jobs on a build when you really want your inventory bots to do it.

Because multiplayer. Why should any one player get to disable an entire logistic network, that might span square kilometers and have a double figures number of other players building stuff with it? This problem is easily avoided by something else you suggest later: Or maybe you could have a special...
by AngledLuffa
Mon Aug 12, 2019 1:53 pm
Forum: Ideas and Suggestions
Topic: Cover ore with bricks/concrete
Replies: 18
Views: 10456

Re: Cover ore with bricks/concrete

I think people making this suggestion are misinterpreting the flavor. There isn't large piles of ore on the ground waiting to be picked up. It's underground, we know where it is, and the drills dig it up for us.
by AngledLuffa
Mon Aug 05, 2019 3:10 pm
Forum: Ideas and Suggestions
Topic: Multipipes, you cannot mix fluids at all
Replies: 4
Views: 926

Re: Multipipes, you cannot mix fluids at all

It would be nice to be able to set flamethrower turrets to use either light or heavy depending on which is more available. That used to be possible, but I don't think it is now.
by AngledLuffa
Sun Aug 04, 2019 6:02 pm
Forum: Modding help
Topic: Canonical way to convert ChunkPosition -> BoundingBox?
Replies: 5
Views: 1412

Re: Canonical way to convert ChunkPosition -> BoundingBox?

eradicator wrote:
Fri Aug 02, 2019 1:33 pm
Btw, why are you using +31? When i tested with rendering.draw_rectangle the above code seemed to perfectly match the tile grid.
Wasn't sure if it would use < or <= at the end of the range. 32 makes more sense now that you mention it. Thanks!
by AngledLuffa
Wed Jul 31, 2019 3:37 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 136519

Re: Version 0.17.60

Having the basic tech be superior to higher tech for late game big bases makes little sence, but I guess it's what you guys wanted. Not to mention that Rocket Fuel taking light oil now has to be one of the most ridiculous and knee jerk changes I've ever seen to the game. Surely you see that these t...
by AngledLuffa
Mon Jul 29, 2019 3:13 am
Forum: Modding help
Topic: Canonical way to convert ChunkPosition -> BoundingBox?
Replies: 5
Views: 1412

Canonical way to convert ChunkPosition -> BoundingBox?

I assume that if I'm given a Position chunk_position, I can convert that to a bounding box by doing x * 32, y * 32, x * 32 + 31, y * 32 + 31. However, it seems kind of hacky to hardcode those numbers, even if the size of a chunk is not likely to ever change. Ultimately, what I want is a way to get t...
by AngledLuffa
Fri Jul 26, 2019 11:58 pm
Forum: Angels Mods
Topic: Simple Silicon added to infinite ores?
Replies: 1
Views: 1180

Simple Silicon added to infinite ores?

Is it possible to add Simple Silicon to the infinite ores mod? It's already supported in RSO.

https://mods.factorio.com/mod/SimpleSilicon
by AngledLuffa
Mon Jul 22, 2019 5:13 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207283

Re: Friday Facts #304 - Small bugs; Big changes

Advanced Oil Processing seems like it will become entirely redundant. My personal feeling is that Advanced Oil Processing should not be made redundant. Do you think it won't be? Where would you efficiently use it? If I read the FFF correctly, AOP will produce more output than BOP. Even if you only ...

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