Search found 30 matches

by ajranney
Tue Aug 18, 2015 7:54 pm
Forum: Modding help
Topic: Feedback appreciated about mod concept
Replies: 14
Views: 9393

Re: Feedback appreciated about mod concept

Where is a good site to get syntax information for LUA? I was having trouble setting up a for loop to make the table for possible ores to choose from. Here is what I have and if anyone wants to debug/fix it that would be nice but i still want to learn how to fix my own code. The tick event that hand...
by ajranney
Tue Aug 18, 2015 7:49 pm
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 20603

Re: Automated Blueprint Deployer - Proof of Concept w/ video

This mod could be amazing at taking automation to the next level of automatic expansion. I was trying to look at your code and it is beyond me. I was wondering if you would be able to process a blueprint for rotation? I was imagining a blueprint that expanded the edge of your base. It would need to ...
by ajranney
Mon Aug 17, 2015 3:19 pm
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 120250

Re: The von Neumann Thread

//Begin Mission Log I heard there was an island that needed colonizing. I decided to tackle the mission with a new module that was available through high command. It allowed me to use stone to fill in water to allow me to get off my island. They call the module "Landfill 2.1.5". //Satellit...
by ajranney
Sun Aug 09, 2015 1:00 am
Forum: Modding help
Topic: Feedback appreciated about mod concept
Replies: 14
Views: 9393

Re: Feedback appreciated about mod concept

Thanks for the idea. I think I know how to start now.
by ajranney
Thu Aug 06, 2015 2:12 am
Forum: Modding help
Topic: Feedback appreciated about mod concept
Replies: 14
Views: 9393

Feedback appreciated about mod concept

I wanted to make a mod that created an entity that would provide the player with endless slow iron/copper/coal/stone. Something like a Endless Deep Driller that was expensive and would slowly provide some resources but not enough to run a base on usually. Anyhow I was starting to make the item and r...
by ajranney
Thu Aug 06, 2015 1:54 am
Forum: Not a bug
Topic: Active Chunks and pollution outside of maps bounds
Replies: 1
Views: 2438

Active Chunks and pollution outside of maps bounds

I was playing a map with a max height of 320 (10 exact chunks) and found that my game was laggier than was expected. I also noticed phantom pollution squares on the top and bottom along the maps top and bottom several chunks away from my base. I was using debug info when i saw that there was a large...
by ajranney
Sat Jul 25, 2015 1:46 am
Forum: General discussion
Topic: What are your Factorio quirks?
Replies: 35
Views: 23704

Re: What are your Factorio quirks?

I usually build the 10 steam engine build for power before i create a single power pole. My quirk: I never get blue science materials on belts. I always put them into chests and move them by hand to chests that unload them onto belts for the assembly line. I use this until my logistic robot network ...
by ajranney
Tue Jul 14, 2015 1:00 am
Forum: General discussion
Topic: Building Phases
Replies: 2
Views: 3499

Building Phases

For me when i play i have found that i tend to get lost watching my factory run after i set some part up. Then when i go to do the next thing I realize that I could have been preparing for the next objective. I was developing a guide to help me keep on track of what to be doing and wanted to know if...
by ajranney
Mon Jul 13, 2015 7:48 pm
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 120250

Re: The von Neumann Thread

//Begin Mission Log Many successful missions can lead to overconfidence. I hear of engineers that build too big when they get confident. I typically try to build small and keep my pollution away from biters. This next mission looks poor from the satellite image but when i landed i was pleased to fin...
by ajranney
Thu Jun 04, 2015 7:16 am
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 120250

Re: The von Neumann Thread

//Begin Mission Log Two previous cadets failed to colonize my next target. Early reports indicated biter activity was a problem from multiple directions. Weapons are going to be high priority. Command decided to send me the "seasoned" engineer. Command has some interesting standards for en...

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