Search found 587 matches

by slippycheeze
Wed Aug 28, 2019 6:51 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 296
Views: 69466

Re: Mylon's Many Mods

So I'm thinking of merging Nougat Mining and Peppermint mining. They're both similar enough and even reuse some code from each other. Modes can be switched mid-game. The question is what do I do with the mods? Keep both, with the only difference being default settings? Publish both as transitional ...
by slippycheeze
Wed Aug 28, 2019 3:13 pm
Forum: Ideas and Suggestions
Topic: Blueprint window interface improvements
Replies: 15
Views: 1322

Re: Blueprint window interface improvements

Good luck keeping your Steam achievements. Oh but yes, you can copy your savefile, run the editor, edit your blueprint by recreating it, save it in your library, and reload your game. So, I think it is a reasonable assumption that the blueprint editor must bring something to the table that isn't po...
by slippycheeze
Wed Aug 28, 2019 3:05 pm
Forum: Mods
Topic: [0.17] Sam's Trains 0.1.7
Replies: 13
Views: 1517

Re: [0.17] Sam's Trains 0.1.1

Train alerts looks cool. I was going to make it configurable on the train stop, so you could only alert about stops you didn't expect to back up. I use it, and am very happy with it. I turned off a bunch of stuff in my LTN system because, eg, the "stuck at station" or "waiting too lo...
by slippycheeze
Tue Aug 27, 2019 5:59 pm
Forum: Mod portal Discussion
Topic: Unable to upload mod, likely due to file size issue.
Replies: 5
Views: 950

Re: Unable to upload mod, likely due to file size issue.

Problem solved with VPN. Huh. You almost certainly have a path MTU discovery issue between you and the Factorio forums. Since using the VPN resolved it, it isn't your computer, so it must be some router or other between you and the Factoiro servers that does not share a common path with the VPN tra...
by slippycheeze
Tue Aug 27, 2019 3:55 pm
Forum: Railway Setups
Topic: Self Assembling Stations and Trains that don't need to be Scheduled.
Replies: 25
Views: 10500

Re: Self Assembling Stations and Trains that don't need to be Scheduled.

Anyway, for storing electricity: why not ship fuel to the outpost and generate via water and boilers? Problem might be the supply of water. Which, I doubt, no one has ever done such thing. So storing the steam inside might be a good solution. You can always ship in water. But at that point I think ...
by slippycheeze
Tue Aug 27, 2019 3:33 pm
Forum: Ideas and Suggestions
Topic: Blueprint window interface improvements
Replies: 15
Views: 1322

Re: Blueprint window interface improvements

Another idea is making an actual blueprint editor so you can build components that you missed when selecting. That is `/editor` mode, which already exists Good luck keeping your Steam achievements. Oh but yes, you can copy your savefile, run the editor, edit your blueprint by recreating it, save it...
by slippycheeze
Tue Aug 27, 2019 3:25 am
Forum: Ideas and Suggestions
Topic: Sensible locomotive initial building orientation on one-way rails.
Replies: 6
Views: 669

Re: Sensible locomotive initial building orientation on one-way rails.

OP's suggestion has already been suggested several years ago in the following thread: Therefore, in my opinion, it would be best if Factorio stopped nerfing bidirectional trains by making all locomotives contribue to the propulsion power of the train. That way, bidirectional trains would become mor...
by slippycheeze
Tue Aug 27, 2019 3:15 am
Forum: Ideas and Suggestions
Topic: Modular game build
Replies: 13
Views: 1196

Re: Modular game build

Your PC is made of modules you change anytime. Your city is made of modules that each have a leader, a set of managers, a purpose to the city and it's own profit. It's impossible to make a huge game without organization. So the only question is how much longer will devs keep this project alive. 10 ...
by slippycheeze
Tue Aug 27, 2019 3:10 am
Forum: Implemented Suggestions
Topic: [Already exists] Showing max. frame time for mods
Replies: 4
Views: 697

Re: Showing max. frame time for mods

Imo the ups values for mods are not really useful If you distribute your workload on multiple ticks, 1-2 UPS will have no impact at all. But if you do all your work on 1 tick, once per second, the user will notice annoying lagspikes. I'd suggest showing the maximum frame time in the last 1-2 second...
by slippycheeze
Tue Aug 27, 2019 3:05 am
Forum: Ideas and Suggestions
Topic: Working with trains is a pain in the..
Replies: 44
Views: 4782

Re: Working with trains is a pain in the..

Huh. Disconnected slowdown indeed. Maybe you found a bug ? Could you try removing as many mods as possible, especially the train-related ones ? Could you please share this intersection as a blueprint string (and details about your bots) so that others can also try laying it out ? Well, A* pathfindi...
by slippycheeze
Tue Aug 27, 2019 2:03 am
Forum: Ideas and Suggestions
Topic: Blueprint window interface improvements
Replies: 15
Views: 1322

Re: Blueprint window interface improvements

EpicPuppy613 wrote:
Mon Aug 26, 2019 3:57 pm
Another idea is making an actual blueprint editor so you can build components that you missed when selecting.
That is `/editor` mode, which already exists, or the actual game, which also already exists. :)
by slippycheeze
Tue Aug 27, 2019 2:02 am
Forum: Ideas and Suggestions
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 77
Views: 13610

Re: Robots can place landfill

Robots do already place landfill, I assume what you actually want is landfill ghosts to be automatically placed when placing a blueprint on water? I'd guess that too. Especially given I place vastly more landfill with robots than by hand, thank you ghosts. Also, I'd wager, that they don't want the ...
by slippycheeze
Tue Aug 27, 2019 1:57 am
Forum: Outdated/Not implemented
Topic: Lua
Replies: 6
Views: 746

Re: Lua

is there any info what this game not actually support what lua self supports?? soo i would not faste my time at lua manual I saw your comment elsewhere, gabberworld, that you already gave up on modding Factorio. So, this is more for any audience that happens along here: Factorio runs Lua 5.2, with ...
by slippycheeze
Tue Aug 27, 2019 1:20 am
Forum: Frequently Suggested / Link Collections
Topic: Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration)
Replies: 5
Views: 2617

Re: Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration)

While I appreciate the effort you put into sifting through all these posts and collecting them, I'm a bit unsure if they are the right place to discuss them? Is there a chance to reach developers posting here? There is limited to no chance of the developers responding to your specific comments, her...
by slippycheeze
Tue Aug 27, 2019 12:08 am
Forum: Mod portal Discussion
Topic: Unable to upload mod, likely due to file size issue.
Replies: 5
Views: 950

Re: Unable to upload mod, likely due to file size issue.

If y'all need a temporary work-around, upload to it somewhere like Google Drive, or Dropbox, and post your thread with a link to it there. All the developers really need is to be able to download the mod from somewhere. Obviously doesn't solve your specific problem here, but it'll let you get the su...
by slippycheeze
Mon Aug 26, 2019 11:57 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 173
Views: 35101

Re: [MOD 0.17] Crafting Combinator

On an unrelated note, I was thinking about adding a sort of slave mode to the combinators, where they would do the exact same thing at the exact same time as their master combinator. This would be nice for controlling arrays of assemblers, plus it would be a lot more performance friendly. I think t...
by slippycheeze
Mon Aug 26, 2019 11:17 pm
Forum: Mods
Topic: [0.17] Sam's Trains 0.1.7
Replies: 13
Views: 1517

Re: [0.17] Sam's Trains 0.1.1

Future Grouping train stops - making trains only be used within their groups, so they won't be sent across the map for a task. Add warning if train has been waiting at depot for fuel for 2 mins Add warning if train has been waiting at supplier for configurable timer Add warning if train has been wa...
by slippycheeze
Mon Aug 26, 2019 11:13 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 29412

Re: [MOD 0.16, 0.17] Realistic Electric Trains

Feedback: Love the idea trouble at covering 100% of rails (attachment) Higher capacity or batteries as fuel - so they would be able to accelerate out of a dead spot[* Personally - I would like to see the rails modded - not the signals. Guess this would be more of a graphical challenge - but would i...
by slippycheeze
Mon Aug 26, 2019 10:55 pm
Forum: Mods
Topic: [MOD 0.15-1.0] Modular Turrets
Replies: 8
Views: 6370

Re: [MOD 0.16] Modular Turrets

Please could you update your mod please, it's not more playable with 0.17.66 (game will not start) and it's not more fun to start every new week new savegame, because of updates! There is an error in data-updates.lua on line 148 (in main chunk). If you don't want unstable, 0.16 is ====> over there....
by slippycheeze
Mon Aug 26, 2019 10:51 pm
Forum: Gameplay Help
Topic: Handling 7 Science Paks
Replies: 36
Views: 6202

Re: Handling 7 Science Paks

Personally, I don't like belts for labs. An inserter can transfer items from 1 lab to another, so you can build an array using this technique and having the first lab to pick items from a chest. I said it before, but this gif nicely demonstrates the issue with lab chaining: observe in the demonstra...

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