Search found 51 matches

by gaelyte
Fri Apr 05, 2019 12:03 pm
Forum: Ideas and Suggestions
Topic: Reworking catalysts
Replies: 9
Views: 372

Reworking catalysts

Some crafts in the game (and its mod) have the same input and output or a part of the input is in the output, so we have to remove the item from the factory to put in it again, which is a weird action. To remove this fact, I will propose three methods and I will use the Kovarex enrichment process(40...
by gaelyte
Fri Apr 05, 2019 11:28 am
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 11726

Re: Version 0.17.25

5thHorseman wrote:
Fri Apr 05, 2019 11:20 am
Koub wrote:
Fri Apr 05, 2019 8:38 am
gaelyte wrote:
Fri Apr 05, 2019 7:59 am
When will the 0.17.26 released to make angel's bio industries work again ?
Soon (TM)
I'd love that to be in the changelog.
Bugfixes:
* Made angel's bio industries work again.
I WANT to see that ! :lol:
by gaelyte
Fri Apr 05, 2019 7:59 am
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 11726

Re: Version 0.17.25

When will the 0.17.26 released to make angel's bio industries work again ?
by gaelyte
Mon Apr 01, 2019 2:50 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 16417

Re: Version 0.17.23

Jürgen Erhard wrote:
Mon Apr 01, 2019 10:06 am
SuperSandro2000 wrote:
Sun Mar 31, 2019 2:09 pm
Thanks for literally breaking half the mods on the mod portal, leaving a very not helpful warning and making my sunday a bug fixing tour.
That's hyperbole. None of the mods (I use a ton) broke with .23.
Maybe were they fixed in 3 days ?
by gaelyte
Mon Feb 25, 2019 2:40 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 72527

Re: Friday Facts #283 - Prepare to Launch

CDarklock wrote:
Mon Feb 25, 2019 2:14 pm
gaelyte wrote:
Mon Feb 25, 2019 2:12 pm
And why should the items on ground stay unoptimized ?
Seems to me they have been; I mean, they stay right where they are REAL well.
There is a difference between staying in the same place and staying in the same place and need no performances
by gaelyte
Mon Feb 25, 2019 2:12 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 72527

Re: Friday Facts #283 - Prepare to Launch

But the bitters are messy and the items on my 25k belts (yes, it's a new game, only 66 hours) doesn't seem to affect the performances Items on belts are - how should I put it - optimized to a degree heretofore unseen by any sentient being in the universe. And why should the items on ground stay uno...
by gaelyte
Mon Feb 25, 2019 12:24 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 72527

Re: Friday Facts #283 - Prepare to Launch

Speaking of chests, why is their content destroyed when a chest s destroyed by a bitter ? I hardly see how they manage to destroy tousand stones with a few hits. Because spilling thousands of items on the floor is messy, but especially, bad for performance ! But the bitters are messy and the items ...
by gaelyte
Sun Feb 24, 2019 1:08 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 72527

Re: Friday Facts #283 - Prepare to Launch

Speaking of chests, why is their content destroyed when a chest s destroyed by a bitter ? I hardly see how they manage to destroy tousand stones with a few hits.
by gaelyte
Tue Jan 01, 2019 11:08 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 42373

Re: Friday Facts #275 - 0.17 Science changes

In our world, space exploration began as an offshoot of military technology. We only managed to devote the resources for this because it was easy to swap out a nuclear warhead for a satellite, that would be really handy for aiming the rest of the nuclear warheads that we didn't convert for this. An...
by gaelyte
Mon Oct 01, 2018 7:54 am
Forum: Modding discussion
Topic: 0.17 Unit & AI additions
Replies: 36
Views: 6333

Re: 0.17 Unit & AI additions

It would also be nice to have swimmer bitter, new bitters that can be an additional challenge for huge industries.
by gaelyte
Sun Sep 30, 2018 2:36 pm
Forum: Modding discussion
Topic: 0.17 Unit & AI additions
Replies: 36
Views: 6333

Re: 0.17 Unit & AI additions

I wonder if the pathfinder can avoid getting run over by trains? That would be pretty important for any kind of modded unit. It's rarther easy : Solution 1 : The unit can't cross rails Solution 2 : The unit can cross rails, and you have to put gates to protect them, like this : https://wiki.factori...
by gaelyte
Sat Sep 29, 2018 9:30 am
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 16814

Re: Friday Facts #262 - Hello my name is: Compilatron

I just seen a problem of the Compilatron image : the shadow in the bottom-right changes during the animation for no reason.
by gaelyte
Sat Sep 29, 2018 8:51 am
Forum: Modding discussion
Topic: 0.17 Unit & AI additions
Replies: 36
Views: 6333

Re: 0.17 Unit & AI additions

I remember I issue with Bob's mod' Robottic attack robots that despawned if you were too far away from they. Could it be possible to deactivate the fact that they're desactivated if we are away?
by gaelyte
Sun May 27, 2018 5:30 pm
Forum: Modding help
Topic: A fourth type of robots
Replies: 6
Views: 424

Re: A fourth type of robots

https://mods.factorio.com/mod/robotMiningSite Works as far as i remember by having the "mining" robots on a seperate force so they don't interact with your normal roboports. Merci, c'est pas une solution à laquelle je pensais, mais ça devrait même m'aider pour mon second projet(même si c'est pas to...
by gaelyte
Sun May 27, 2018 12:56 pm
Forum: Modding help
Topic: A fourth type of robots
Replies: 6
Views: 424

Re: A fourth type of robots

https://mods.factorio.com/mod/robotMiningSite Works as far as i remember by having the "mining" robots on a seperate force so they don't interact with your normal roboports. Thanks, I didn't think it was possible with constructions robots, I looked at this mod, there is everything I need to do my s...
by gaelyte
Sat May 26, 2018 8:26 am
Forum: Modding help
Topic: A fourth type of robots
Replies: 6
Views: 424

Re: A fourth type of robots

In this case, logistic robots will move the ores, and if there is a great distance between the base and the mining stations, the robots will try to move, will not be available for the important things and will waste 1 or 2 GW in recharge. And as I have à lot of free time, I'm not afraid of something...
by gaelyte
Fri May 25, 2018 11:28 pm
Forum: Modding help
Topic: A fourth type of robots
Replies: 6
Views: 424

A fourth type of robots

Hi, and thanks for any modder that spend time not to program his own mod but to help people. I was trying to make a new type of robots that can mine ores in the logistic network, but I don't know what type of entity I can use and how do I make the robots act. I already have an idea of what to do to ...
by gaelyte
Fri May 18, 2018 11:11 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 133035

Re: [0.16.x] Bob's Mods: General Discussion

Didn't see it.
And I noticed that exoskeleton MK II and III are missing a capital
by gaelyte
Fri May 18, 2018 5:55 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 133035

Re: [0.16.x] Bob's Mods: General Discussion

Why isn't there any recipe that need 6 or more items, even with the bob's assembling machines mod ?
by gaelyte
Sat May 12, 2018 1:45 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 133035

Re: [0.16.x] Bob's Mods: General Discussion

Can you increase the recharge rate of the logistic zone expender? When I place them with construction robot, they are not connected to the electrical network, so they discharge to 0%. But when I connect them, due to their low recharge rate, I have to wait one minute or remove it and replace it to "m...

Go to advanced search