Search found 245 matches
- Tue Feb 09, 2016 10:11 am
- Forum: Show your Creations
- Topic: Double loop station
- Replies: 4
- Views: 12092
Re: Double loop station
If your trains are short enough so they fit on the straight sections (e.g., no longer than 3 wagons in total (1 locomotive + 2 carriages)) I think this setup is deadlock free. Your efficiency depends on the number of trains. If you have only one train for each of the two resources, you are fine. If ...
- Fri Jan 29, 2016 6:30 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87037
Re: [MOD 12.11+] Train Outposts
It probably "loads" with Bob mod, but does not generate bob's ores.
At least that would very much surprise me, because it only generates the ores it knows about - which is something I want to change for the next release.
At least that would very much surprise me, because it only generates the ores it knows about - which is something I want to change for the next release.
- Fri Jan 29, 2016 10:49 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196268
Re: Solar panels less of a no-brainer
I think the actual underlying question here is not "Why is solar so OP?", it is "Why does the majority of players gravitate towards solar?" The same thing happens with steel and electric furnaces, most people go for electric furnaces even though steel ones are either more effici...
- Sun Jan 24, 2016 10:55 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87037
Re: [MOD 12.11+] Train Outposts
It is interesting you say that, because I had that daunting feeling that in that very region you described nothing gets generated. But then once in a while it does. Now since biters should *always* be present, no matter if resources are or not, this further proves I should revisit the code and check...
- Sun Jan 24, 2016 10:33 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87037
Re: [MOD 12.11+] Train Outposts
Wow, that is quite a big patch... How far did you go out? This seems to be quite the distance. Also, did you play with normal resource settings? Truth to be told, I did not balance for this distance. As to the why: patch sizes grow with distance, but in a linear way. I'd even argue that going out th...
- Fri Jan 22, 2016 3:58 pm
- Forum: Modding help
- Topic: Random Factor
- Replies: 9
- Views: 18274
Re: Random Factor
Can someone please verify that math.random() *really* works in MP? My own experience is different. I know that the devs aimed at making it MP-safe, but when I coded my mod, I had to ship it with a variant of a lua implementation of Mersenne-Twister, which I initialize with the map_generation seed. ...
- Fri Jan 22, 2016 3:45 pm
- Forum: Modding help
- Topic: Random Factor
- Replies: 9
- Views: 18274
Re: Random Factor
Can someone please verify that math.random() *really* works in MP?
My own experience is different. I know that the devs aimed at making it MP-safe, but when I coded my mod, I had to ship it with a variant of a lua implementation of Mersenne-Twister, which I initialize with the map_generation seed.
My own experience is different. I know that the devs aimed at making it MP-safe, but when I coded my mod, I had to ship it with a variant of a lua implementation of Mersenne-Twister, which I initialize with the map_generation seed.
- Fri Jan 22, 2016 3:40 pm
- Forum: Modding help
- Topic: Trains in the "global" table
- Replies: 5
- Views: 14077
Re: Trains in the "global" table
Getting back to the save/load problem: I know I am not really suggesting a solution, but is there anything that prevents you from re-building the index in the on_load event hook? If you can extract the index from the game state, then there is no need to save it, I think. Does not reduce the messines...
- Mon Jan 18, 2016 8:45 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87037
Re: [MOD 12.11+] Train Outposts
Actually, I never encountered this problem myself, but I agree that this may cause some frustrations (do you have modified biters?) Anyway, I do see potential to make this mod modular, so people can choose to their preferences. I am currently in the middle of moving, so do not expect updates too soon.
- Fri Jan 15, 2016 12:47 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87037
Re: [MOD 12.11+] Train Outposts
Thanks from my side as well.
I will check and include the code in the next release
I will check and include the code in the next release
- Wed Jan 06, 2016 10:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod request: Highlight orphaned underground belts and pipes
- Replies: 8
- Views: 17596
Re: Mod request: Highlight orphaned underground belts and pipes
I like the idea. This is certainly possible.
I am a bit swamped with some other things at the moment, but may get to work on the mod by the end of next week (hopefully).
I am a bit swamped with some other things at the moment, but may get to work on the mod by the end of next week (hopefully).
- Wed Jan 06, 2016 6:23 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
- Replies: 44
- Views: 58455
Re: Mod [0.12.20+] Concrete Logistics 0.0.3
You deserve a medal for the idea alone.
I will try this mod as soon as I get to playing Factorio again.
I will try this mod as soon as I get to playing Factorio again.
- Tue Jan 05, 2016 1:35 am
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 48958
Re: [MOD 0.12.20] Concrete Lamppost
I like this idea, but I'm not a fan of the way it works out. The current required amount of resources to build just one lamppost feel like a bit much to me. Also, could you post a picture of how much light a lamppost gives? If it's more than a regular Lamp, I'd like to compare the two. If it's just...
- Fri Jan 01, 2016 3:10 am
- Forum: Mods
- Topic: [MOD 0.12.x] Piano Player
- Replies: 16
- Views: 32133
Re: [MOD 0.12.x] Piano Player
yes, to discuss in which mod-category a mod should go is the best way to motivate mod-authors. i suggest ban, because it fits not perfect in a catagory ! Thanks for this mod Klonan - and i have it downloaded before i can't found again in the forum-depth. Of course, cynicism is a good way to respond...
- Thu Dec 31, 2015 2:20 am
- Forum: Mods
- Topic: [MOD 0.12.x] Piano Player
- Replies: 16
- Views: 32133
Re: [MOD 0.12.x] Piano Player
First of all: great job on the visuals! Do I guess right when I say that this is basically a roboport with a different skin? In this case I'd say the category should be non game changing. The colored lights and locomotives and such are also in that category and reskinning the roboport is pretty much...
- Wed Dec 30, 2015 12:49 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196268
Re: Solar panels less of a no-brainer
I still think any variant we come up with either is just a little nerf for solar, in which case the easy fix (from the player's perspective) is to build more. Anything that cannot be solved by building some more (not excessively more) solar panels entirely breaks solar and renders it near useless. M...
- Mon Dec 28, 2015 12:47 am
- Forum: Modding help
- Topic: Getting Started with Mods and Mod Managers
- Replies: 1
- Views: 5473
Re: Getting Started with Mods and Mod Managers
To provide an answer to some of your questions: Yes, the maturity level for mods is still very low. Mods are hosted on different platforms (forum, dropbox, github, ...), so there is no central server you could obtain them from. When you try to connect to an MP game with a different set of mods, it w...
- Mon Dec 28, 2015 12:43 am
- Forum: Modding help
- Topic: What Does Shift= Do?
- Replies: 4
- Views: 10152
Re: What Does Shift= Do?
My only other question then is, how does a splitter move items? The c++ code does. There is not behavior description for a splitter. Because the entity is type="splitter", it behaves like a splitter. You might as well ask, what makes an inserter take items from a belt and insert them into...
- Mon Dec 28, 2015 12:33 am
- Forum: Modding help
- Topic: Fishy Question
- Replies: 2
- Views: 9047
Re: Fishy Question
Would you mind sharing your code that defines your new fish?
- Mon Dec 28, 2015 12:30 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196268
Re: Solar panels less of a no-brainer
What if a player just wants to shut off their factory on bad days? That's certainly a possible solution. What if they want to switch to coal backup? That's another solution. What if they want to run seperate grids for low and high priority energy networks? When solar isn't a guarantee, you suddenly...