Search found 202 matches

by UberWaffe
Wed Oct 14, 2015 6:09 am
Forum: Modding help
Topic: Looping recipes
Replies: 4
Views: 4623

Re: Looping recipes

@Zeblote: Only if the recipes are added as 'allowed' to productivity modules. Which will not be the case by default (i.e. it would have to be done intentionally).
by UberWaffe
Sat Oct 10, 2015 6:43 pm
Forum: Implemented Suggestions
Topic: Allow smart inserters to add and remove robots from roboport
Replies: 9
Views: 10332

Re: Allow smart inserters to add and remove robots from roboport

Perhaps a special form of signal combinator that specifically monitors bots in roboports and in flight? It would a specialized in that regard, so giving it more options such as "bots waiting to charge", "bots in use", "bots idle", etc. could be useful. At the very least...
by UberWaffe
Sat Oct 10, 2015 6:38 pm
Forum: Ideas and Suggestions
Topic: Suggestions to increase threat potential of late game biters
Replies: 12
Views: 13627

Re: Suggestions to increase threat potential of late game biters

.... I'd like to throw my considerable fat squishy weight behind this. Evolving nests and entities that can change into other types of entities if pollution / evolution breaches a certain point would be a great boon for making biters scale better. And I suspect it would be less development effort t...
by UberWaffe
Sat Oct 10, 2015 6:04 pm
Forum: General discussion
Topic: Multiplayer: Map Transfer
Replies: 8
Views: 14872

Re: Multiplayer: Map Transfer

Something that can help and might be more easily implemented is to keep synchronized saves on all clients. What I mean is: When a save is done, the save occurs on all clients (in the multiplayer game), then when loading, the game starts paused after the load. (i.e. no simulation or ticks occur after...
by UberWaffe
Fri Oct 09, 2015 6:19 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174205

Re: [0.11.22/0.12.x][v0.12.6] Bob's Warfare mod

Bug report: Warfare mod v0.12.6 -> armor-recipe.lua { type = "recipe", name = "bob-power-armor-mk3", enabled = "false", energy_required = 30, ingredients = { {"power-armor-mk2", 1}, {"processing-unit", 50}, {"aluminium-plate", 25}, {"i...
by UberWaffe
Thu Oct 08, 2015 11:11 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 124498

Re: [0.11.22/0.12.x][v0.12.6] Bob's Modules.

Bug report, Bob's Modules v0.12.6: module-god-updates.lua -> if bobmods.modules.ProductivityHasSpeed then bobmods.lib.add_recipe_item ("god-module-1", {"speed-processor", 2}) bobmods.lib.add_recipe_item ("god-module-2", {"speed-processor-2", 4}) bobmods.lib.ad...
by UberWaffe
Thu Oct 08, 2015 6:26 am
Forum: Modding help
Topic: Infinite resource with probability
Replies: 8
Views: 9590

Re: Infinite resource with probability

@bobingabout had a similar issue at some point with his gems ore (that produces multiple outputs with probabilities). He fixed it by giving his miner more storage slots. storage_slots = 6, Note: Miner storage slots are not visible in game, but do exist. The reason being, that miners only have 1 stor...
by UberWaffe
Thu Oct 08, 2015 6:14 am
Forum: Modding interface requests
Topic: Container Entities: More inventory control
Replies: 8
Views: 17265

Re: Container Entities: More inventory control

Interesting suggestion. Well written to :) It's more of a suggestion and not a mod interface request though. I was a bit unsure, but ended up posting here given that I wasn't asking for any new entities or content, just engine functionality. What performance issues did you experience with the large...
by UberWaffe
Thu Oct 08, 2015 6:05 am
Forum: Ideas and Suggestions
Topic: Demo feedback
Replies: 7
Views: 8546

Re: Demo feedback

deepdriller wrote:To shoot rock formations, press C. This makes you shoot whatever non-item, non-ore patch object is closest to the cursor.
Perhaps this should be mentioned in the demo, so that people can know it is possible.
by UberWaffe
Wed Oct 07, 2015 4:51 pm
Forum: Mods
Topic: [MOD 0.12.11+] Burner Generator
Replies: 40
Views: 48452

Re: [MOD 0.12.x] Burner Generator

cartmen180 wrote:How does it generate power by just burning coal? What are the physics you are using here?! :P
https://en.wikipedia.org/wiki/Stirling_engine The stirling engine design is a closed loop system, meaning that the fluids used to convert the heat to electric energy are not lost (i.e. not vented.)
by UberWaffe
Wed Oct 07, 2015 2:24 pm
Forum: Modding interface requests
Topic: Container Entities: More inventory control
Replies: 8
Views: 17265

Container Entities: More inventory control

Similar ideas already mentioned here https://forums.factorio.com/forum/viewtopic.php?p=78772#p78772 by @Factoruser. Currently container entities have a property inventory_size that determines how many 'slots' the container has. Proposed is that it is expanded in the following fashion: intentory = { ...
by UberWaffe
Tue Oct 06, 2015 1:04 pm
Forum: Ideas and Suggestions
Topic: Late Game Research
Replies: 9
Views: 18162

Re: Late Game Research

With regards to specialist research... It would be nice if 'this-OR-that' choices are present throughout the technology tree, meaning that you have to specialize throughout. It would additionally be nice of the choices you didn't pick then move to the end of the tech tree so that you can still get t...
by UberWaffe
Tue Oct 06, 2015 12:49 pm
Forum: Bob's mods
Topic: [0.12.x][0.12.5]Bob's Library mod
Replies: 44
Views: 77651

Re: [0.12.x][0.12.1]Bob's Library mod

@bobingabout: It would be helpful if the following function could be added to the library for recipe functions: function bobmods.lib.change_recipe_item_amount (recipe, item, newAmount) for i, ingredient in pairs(data.raw.recipe[recipe].ingredients) do if ingredient[1] == item or ingredient.name == i...
by UberWaffe
Mon Oct 05, 2015 10:41 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133922

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

New version 0.12.10 is uploaded. Changelog: Cost config files no longer have to specify multipliers for all possible research. Research tiers without specific multipliers are simply ignored. Changed science pack costs to use a more modular config approach. Should make more config options easier to i...
by UberWaffe
Tue Sep 29, 2015 10:06 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133922

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

In other words, I'm attempting to provide constructive criticism. No worries, I understand it as such. :) When I use the term "issue" I am using in this https://help.github.com/articles/github-glossary/#issue context. ... the whole post... I'm starting to lean more and more towards expand...
by UberWaffe
Fri Sep 25, 2015 7:14 am
Forum: Ideas and Suggestions
Topic: More Useful Robots
Replies: 12
Views: 11466

Re: More Useful Robots

I have a question for you though; how would those robotic mines be different then a rocket launcher? Mainly I thought that the rocket launcher is limited in its rate of fire, while a swarm of these robots would make for a more viable 'hit-and-run' tactic, in that you can run in with a swarm, have t...
by UberWaffe
Wed Sep 23, 2015 6:11 pm
Forum: Ideas and Suggestions
Topic: More Useful Robots
Replies: 12
Views: 11466

Re: More Useful Robots

Mining robots would be epic. It would go a long way to helping the with creating a self-perpetuating blueprint. Some extra ideas for combat robots: Robotic Mine: Robot that runs at the enemy once in range and detonates. (Destructive, but single use. Prefers to target alien nests.) Gas Drone: Rushes ...
by UberWaffe
Wed Sep 23, 2015 6:46 am
Forum: Mods
Topic: [MOD 0.12.x] Advanced Drills
Replies: 9
Views: 16456

Re: [MOD 0.12.x] Advanced Drills

Thanks, got it now.
by UberWaffe
Wed Sep 23, 2015 5:01 am
Forum: Mods
Topic: [MOD 0.12.x] Advanced Drills
Replies: 9
Views: 16456

Re: [MOD 0.12.x] Advanced Drills

I cannot seem to find the attachment / download link.
by UberWaffe
Mon Sep 21, 2015 10:14 am
Forum: Ideas and Suggestions
Topic: [Enhancement] "Not using the same mods" Report
Replies: 4
Views: 5061

Re: [Enchangement] "Not using the same mods" Report

If you're just sugesting a filter, yeah, that would make sense. I think he just wants a clean list sent to the user telling them what their missing or what version of something they need. Green = match yellow = version miss match red = missing. Could be clean and neat :P Yes, I am suggesting a filt...

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