Search found 282 matches

by oLaudix
Wed Sep 30, 2015 5:18 pm
Forum: Show your Creations
Topic: my autocrafter
Replies: 15
Views: 21574

Re: my autocrafter

1 tile thick wall allows biters to bite through it. I wish there were other types of walls though :/ The one it the game has kinda boring looks and I didnt find anyting interesting in mods.
PS. Im big fan o robots as well. I ditch all conveyor belts as soon as i can.
by oLaudix
Wed Sep 30, 2015 11:11 am
Forum: Ideas and Suggestions
Topic: Quick Blueprint of just 1 item
Replies: 8
Views: 11040

Re: Quick Blueprint of just 1 item

FishSandwich wrote:Request it and wait.
And then watch bots snatch it from your hand. I think its a great idea. Clicking item you cant make could turn it into a blueprint.
by oLaudix
Tue Sep 29, 2015 10:00 am
Forum: Spread the Word
Topic: Kage848 with an LP
Replies: 7
Views: 22416

Re: Kage848 with an LP

I need to discuss this further with kovarex. But for going to Steam with 0.12 stable it seems logical to me to say the game is in the beta stage ... Game is in beta stage when all planned features are already implemented and only thing left is bug fixing. Afaik there is still parts of end game that...
by oLaudix
Sat Sep 26, 2015 4:18 pm
Forum: Technical Help
Topic: Sudden, huge drop in FPS and UPS
Replies: 12
Views: 16569

Re: Sudden, huge drop in FPS and UPS

Hit ~ and try one of these on for size: /c game.forces['enemy'].kill_all_units() It worked on my modded game, bringing 6UPS back up to 30. Idle monsters use a LOT of CPU resources for a thing doing literally nothing. They really could use some tweaks. I don't play on deathworld to kill everything w...
by oLaudix
Sat Sep 26, 2015 11:43 am
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 133
Views: 97558

Re: [MOD 0.12.5+] ModuleInserter 0.0.91

It was a bob's level 4 assembler and bob modules. The assembler itself wouldn't accept the modules, but using the module inserter, it would. It worked for everything I bothered trying. I had it other way around. Module Inserter was refusing to put productivity modules to some assemblers but i could...
by oLaudix
Sat Sep 26, 2015 11:42 am
Forum: Technical Help
Topic: Sudden, huge drop in FPS and UPS
Replies: 12
Views: 16569

Re: Sudden, huge drop in FPS and UPS

I wasnt aware of the

Code: Select all

name = "item-on-ground"
part. Tried to put alien-artifact there -_- Thanks, ill use it.
by oLaudix
Fri Sep 25, 2015 8:17 pm
Forum: Technical Help
Topic: Sudden, huge drop in FPS and UPS
Replies: 12
Views: 16569

Re: Sudden, huge drop in FPS and UPS

There is a lot more since i play deathworld and there are biters everywhere. Now i'm runnin around trying to pick them all up ... I wish i could just destroy them :D
by oLaudix
Fri Sep 25, 2015 7:46 pm
Forum: Technical Help
Topic: Sudden, huge drop in FPS and UPS
Replies: 12
Views: 16569

Re: Sudden, huge drop in FPS and UPS

Smarty wrote:the amount of alien artefacts are lagging the game
I tried to pick them up and suddenly it went back to 45 UPS ... Its really wierd that it dropped it to such a low level instead of gradual slowdown ...
by oLaudix
Fri Sep 25, 2015 7:19 pm
Forum: Technical Help
Topic: Sudden, huge drop in FPS and UPS
Replies: 12
Views: 16569

Sudden, huge drop in FPS and UPS

I put some turrets to deal with critters and when the fight started i went to grab smth to eat. When i came back the fight was over but i only had 3 UPS. And it isnt fixing itself ... Any idea what the hell happened?
Image
by oLaudix
Fri Sep 25, 2015 4:25 pm
Forum: News
Topic: Friday Facts #105 - The Grey Zone
Replies: 48
Views: 44266

Re: Friday Facts #105 - The Grey Zone

I don't think I agree with Factorio being Tower defense genre.
Image
by oLaudix
Wed Sep 23, 2015 1:22 pm
Forum: Bob's mods
Topic: Modules not working as intended
Replies: 11
Views: 7881

Re: Modules not working as intended

guess a work around would be to produce bigger stacks in a proportional time. Even if you max out the production to make 60 items per second and 60 items from productivity per second it still gives you 7200 items per minute. You need about 10 inserters to get it out of the assembly machine (5 with ...
by oLaudix
Wed Sep 23, 2015 11:57 am
Forum: Bob's mods
Topic: Modules not working as intended
Replies: 11
Views: 7881

Re: Modules not working as intended

It should reset to 0.3875 + 0.3875 = 0.775 - 0.5 = 0.275 and get an item. Then since this would result in a cumulative increase in items given, if an item is given, it should check again to see if it is above the time, therefore allowing more than 1 item to be given per tick. That still gives maxim...
by oLaudix
Mon Sep 21, 2015 12:21 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 338417

Re: Foreman 0.1.9 - A factory optimisation tool.

Nicksaurus wrote:What's missing? It's loading some items for me, but I don't know enough about the mod to tell what's not worked.
Everything is missing. Its like the mod is not loaded at all. It works again when i use older version.
by oLaudix
Sun Sep 20, 2015 1:52 am
Forum: Resolved Problems and Bugs
Topic: [0.12.7] Spitters get stuck on moving belts
Replies: 3
Views: 3725

Re: [0.12.7] Spitters get stuck on moving belts

It still works but i did notice increased number of belts destroyed. It is kinda annoying having to run all over defence system to fix that 1 belt all the time
by oLaudix
Sat Sep 19, 2015 11:33 am
Forum: Modding help
Topic: Can't figure out how to mod existing Inserter power use
Replies: 2
Views: 2441

Re: Can't figure out how to mod existing Inserter power use

Power consumed by inserter is also based on its speed. Tbh power consumed changed only when i was fiddeling with speed and power drain.
by oLaudix
Sat Sep 19, 2015 9:57 am
Forum: Show your Creations
Topic: This was a peaceful neighbourhood ...
Replies: 2
Views: 6591

Re: This was a peaceful neighbourhood ...

Factory of Productivity Module Mk8 from Bob's Modules mod.
by oLaudix
Fri Sep 18, 2015 4:22 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 338417

Re: Foreman 0.1.9 - A factory optimisation tool.

Anyone has problems with newest version w Yuoki mod? Foreman doesnt seem to recognise it. It works when i switch to older version.
by oLaudix
Fri Sep 18, 2015 9:24 am
Forum: Not a bug
Topic: [0.12.8]Bigger than stack size in assembly machine
Replies: 3
Views: 5406

Re: [0.12.8]Bigger than stack size in assembly machine

Boogieman14 wrote:While it's very much a fringe case, perhaps this system could do with a hard cap, something like 10x the build requirements?
With speeds you can achieve with mods, this wouldnt be enough. I think it works fine, and the situation here is just a hiccup.
by oLaudix
Fri Sep 18, 2015 12:58 am
Forum: Resolved Problems and Bugs
Topic: [0.12.8][Oxyd] Production GUI wierd behaviour
Replies: 1
Views: 2374

[0.12.8][Oxyd] Production GUI wierd behaviour

When tab of production GUI is empty the next selected tab that is not empty is displayed in funky place. It goes back to place when switched to another not empty tab
http://gfycat.com/ExcitableDiscreteAngora <- example.
by oLaudix
Fri Sep 18, 2015 12:53 am
Forum: Gameplay Help
Topic: Hardest settings
Replies: 14
Views: 21138

Re: Hardest settings

Give yourself a little starting area. I went with medium so I could at least get room for ammo build before aggroing everything.

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