Search found 202 matches
- 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).
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- Thu Oct 08, 2015 6:05 am
- Forum: Ideas and Suggestions
- Topic: Demo feedback
- Replies: 7
- Views: 8546
Re: Demo feedback
Perhaps this should be mentioned in the demo, so that people can know it is possible.deepdriller wrote:To shoot rock formations, press C. This makes you shoot whatever non-item, non-ore patch object is closest to the cursor.
- 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
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.)cartmen180 wrote:How does it generate power by just burning coal? What are the physics you are using here?!
- 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 = { ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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.
- 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.
- 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...