Search found 360 matches

by adam_bise
Thu Sep 14, 2023 9:24 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 128859

Re: Friday Facts #375 - Quality

Let's look at what we know. 1 assembly machine 2 with 4 legendary prod3 0.75 * ((10 * 1.5 + 10) * 4) = 75 1 assembly machine 3 with 4 epic prod3 1.2 * ((10 * 0.9 + 10) * 4) = 91.2 1 assembly machine 3 with 4 rare prod3 1.2 * ((10 * 0.3 + 10) * 4) = 62.4 So, yes. There is some overlap. Edit: Nevermin...
by adam_bise
Thu Sep 14, 2023 8:04 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70354

Re: Friday Facts #373 - Factorio: Space Age

"May I take your order please sir?"

"I'll have the interplanetary spaghetti please!"
by adam_bise
Thu Sep 14, 2023 6:53 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 128859

Re: Friday Facts #375 - Quality

I don't get why the difference between assembling machine tiers and quality is confusing some people. Assembling machine 1 and 2 are entirely different products by design. Like a 50W motor would have thinner windings and smaller magnets than a 100W motor. They are built from different parts. A 50W m...
by adam_bise
Thu Sep 14, 2023 1:14 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70354

Re: Friday Facts #373 - Factorio: Space Age

WOOOOOHOOOOO!!!!!!!!
by adam_bise
Mon Aug 21, 2023 2:17 pm
Forum: News
Topic: Friday Facts #372 - 2022 recap
Replies: 32
Views: 24407

Re: Friday Facts #372 - 2022 recap

Been so long since this was teased. I started examining the pic to find clues.. So the blue object to me is the most interesting. We can say 2 things for sure. It connects to the circuit network and is electrical in nature. You can clearly see the circuit network interface with the red and green wir...
by adam_bise
Mon Jun 12, 2023 7:05 pm
Forum: General discussion
Topic: Any improvements with fluid wagon alignment tolerance?
Replies: 1
Views: 811

Any improvements with fluid wagon alignment tolerance?

Been away for a few years. Just wondering if there have been any improvements regarding fluid wagon alignment tolerance? Basically the reason you can't use fluid wagons at stops where part of the train is on a curved rail. Back then I was trying to use trains with over 1k wagons using a series of S-...
by adam_bise
Mon Apr 11, 2022 5:55 pm
Forum: Ideas and Suggestions
Topic: Sim Factorio
Replies: 3
Views: 1013

Sim Factorio

The idea that you crash land by yourself in an endless sea of biters can be somewhat.. limiting on expandability of story, and subsequently gameplay. I propose changing this to "some survivors" have crash landed. Although at first it could still just be the player. I realize Factorio is al...
by adam_bise
Mon Mar 07, 2022 1:02 am
Forum: Ideas and Suggestions
Topic: Increase longevity
Replies: 3
Views: 1155

Re: Increase longevity

There are plenty of ways to make the game more interesting, with a little imagination. 1. Try diagonal factories 2. Try 4-way symmetrical factories 3. Try putting everything on a mega sushi belt 4. Try no belts, only direct insertion and trains 5. Try deathworld no walls 6. Try only coal fuel only s...
by adam_bise
Mon Feb 28, 2022 8:00 pm
Forum: Ideas and Requests For Mods
Topic: 3D via surfaces?
Replies: 1
Views: 1025

3D via surfaces?

Just wondering if it were possible to make 3D systems, like a multi level warehouse using more surfaces. So an area is designated somehow as 3D and one or more extra surfaces are created the same size as the ground area. Would it be possible to "pass" items directly between these surfaces?...
by adam_bise
Thu Feb 24, 2022 9:35 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 6030

Re: No Deconstruction Timeout

jodokus31 wrote:
Thu Feb 24, 2022 8:38 pm
It's probably better to make smaller blueprints, or multiple, which also help to prioritize important things, like power and defense. Or does your mod help?
Yes! It works just fine. I've been using since. Thanks for your help with it!
by adam_bise
Thu Feb 24, 2022 6:58 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 6030

Re: No Deconstruction Timeout

For me it was a situation where I have a 20 minute train ride between my mall and my new site. The blueprint for the site is large, and I don't even know how many biter nests I will need to clear until I place it on the map. Then I have to actually kill the biter nest, go back and gather up all of t...
by adam_bise
Tue Feb 15, 2022 11:02 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 6030

Re: No Deconstruction Timeout

Log doesn't say loading mod, but does load the others, then goes on to say "1.793 Checksum of no-decon-timeout: 0"

I must be missing something stupid simple.

Here is the mod.
no-decon-timeout_1.1.0.zip
(2.55 KiB) Downloaded 172 times
by adam_bise
Tue Feb 15, 2022 8:52 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 6030

Re: No Deconstruction Timeout

Thank you very much for all the help. This is what I tried, in migrations for _, force in pairs(game.forces) do force.deconstruction_time_to_live = 4000000000 end end Would that count as iterating through forces? But when I check in map editor, forces > edit properties, deconstruction-time-to-live s...
by adam_bise
Tue Feb 15, 2022 2:55 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 6030

Re: No Deconstruction Timeout

Thanks. In both cases I loaded the mod, created a new scenario in map editor, placed blueprint over trees, turn time to x64 and wait about 44 day cycles and the trees were unmarked and ghosts under them poofed. I also tried saving the scenario and reloading. It looked like migrations was maybe tied ...
by adam_bise
Tue Feb 15, 2022 1:23 am
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 6030

Re: No Deconstruction Timeout

Thank you but I tried that and I tried putting this in migrations, but neither worked. for _, player in pairs(game.connected_players) do player.force.deconstruction_time_to_live = 4294967295 end end The only way I tested was going to map editor and cranking up the speed and wait for about 44 days. T...
by adam_bise
Mon Feb 14, 2022 6:31 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 6030

No Deconstruction Timeout

Would like a mod or a push in the right direction to make one. All it would do is remove the timeout period for deconstruction marks. All I can find is this from the API docs under Class LuaForce deconstruction_time_to_live :: uint [Read/Write] The time, in ticks, before a deconstruction order is re...
by adam_bise
Mon Feb 14, 2022 4:23 pm
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 2275

Re: Bug? - Deconstruction Flag Removed

Apparently, there is a timeout. 3 hours from what I can tell. https://forums.factorio.com/viewtopic.php?t=49459 Don't suppose anyone knows how to adjust this? Can be reproduced by going to map editor new scenario, uncheck instant decon and BP building, place a blueprint over trees, increase time to ...
by adam_bise
Mon Feb 14, 2022 5:03 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 2275

Re: Bug? - Deconstruction Flag Removed

Yes, first thing I did was place the BP. It is very large, I placed on the map, right over trees, cliff, biter nests. Then I kill all of the biter nest. I did notice ghost were not placed under biter nests, so I replaced it again. Then I set fire to the trees, laid some track, power and roboports. W...

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