Search found 446 matches

by AntiElitz
Sat Sep 10, 2016 5:36 am
Forum: Modding help
Topic: Powerless inserter
Replies: 10
Views: 1996

Powerless inserter

I try to mod the inserter in a way that they work without energy or fuel. The idea is to make them work on outposts without power, so I tried data-updates.lua for index, inserter in pairs(data.raw.inserter) do inserter.energy_per_movement = 000 inserter.energy_per_rotation = 000 inserter.energy_usag...
by AntiElitz
Fri Aug 26, 2016 3:28 pm
Forum: Modding help
Topic: Increase Internal buffer size of mining drill
Replies: 4
Views: 1062

Re: Increase Internal buffer size of mining drill

Thx for the fast reply! Perfect that this is possible. Unfortunally I'm to stupid to get it implemented. I tried 2 different approaches, but the mine is still not able to hold more than 1 ore at a time and stops working, if the output belt is already full. First I added it to data-final-fixes for i,...
by AntiElitz
Fri Aug 26, 2016 5:02 am
Forum: Modding help
Topic: Increase Internal buffer size of mining drill
Replies: 4
Views: 1062

Increase Internal buffer size of mining drill

Is there any way to increase the internal buffer size of the produced ores? when the belt is full and the miner is very fast producing the output is sometimes blocked for quite some time. However I cannot really find the correct property to mod it. Anyone has an idea?
Image
by AntiElitz
Sat Aug 20, 2016 12:40 pm
Forum: General discussion
Topic: Map generation - Only one map - Seed defines pos
Replies: 56
Views: 24232

Re: Map generation - Only one map - Seed defines pos

Frightning wrote: This is because the universe we live in is finite.
You are sure about this? I mean even the greatest Physisists are not sure about weather the universe in finite or infinite ;) .
by AntiElitz
Fri Aug 19, 2016 8:46 pm
Forum: News
Topic: Friday Facts #152 - Team production challenge
Replies: 46
Views: 25617

Re: Friday Facts #152 - Team production challenge

That's awesome! I love the idea of the Multiplayer production challange. I hope this mode will not end after the test period, it sounds like a lot of fun. Make sure you put in a feature to detect and kick AFK players or people will "save" their serverslots for days.
by AntiElitz
Fri Aug 19, 2016 2:05 pm
Forum: General discussion
Topic: Speedrunning the game
Replies: 28
Views: 10761

Re: Speedrunning the game

I have taken a few stabs at the speedrun in 0.13.x vanilla and I used the achievements mechanism to track the time. Of course, the "There is no spoon" (8 hours) and "No time for chit-chat" (15 hours) are only enabled if you DON'T set the peaceful mode for biters. If you set the ...
by AntiElitz
Fri Aug 19, 2016 12:15 am
Forum: General discussion
Topic: Speedrunning the game
Replies: 28
Views: 10761

Re: Speedrunning the game

I've been working on a solo %any speedrun based on AntiElitz's build but using my own map seed. I can reliably finish in around 4 hours and cracked 3:49 last night. I'm nowhere close to Anti's WR of 1:59 so I haven't been paying attention to the leader boards until today, but speedrun.com gives Thu...
by AntiElitz
Thu Aug 18, 2016 11:05 pm
Forum: General discussion
Topic: Map generation - Only one map - Seed defines pos
Replies: 56
Views: 24232

Re: Map generation - Only one map - Seed defines pos

Guys just calm down. It's not an end the the world thing. I mean all of you never noticed that this is how map gen works for years. This is exactly why i didn't want to post this on reddit, because i feared that this may end in a shitstorm. But someone else posted it anyway, however there seems to b...
by AntiElitz
Wed Aug 17, 2016 8:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.16] lua map_gen_settings.shift not working
Replies: 3
Views: 2136

[0.13.16] lua map_gen_settings.shift not working

This works in 0.12.35 but not in 0.13.16 /c game.player.print({"","(", game.player.surface.map_gen_settings.shift.x, ", ", game.player.surface.map_gen_settings.shift.y, ")"}) The API says it still exists in 0.13.16 http://lua-api.factorio.com/latest/LuaSurface...
by AntiElitz
Wed Aug 17, 2016 10:50 am
Forum: General discussion
Topic: Map generation - Only one map - Seed defines pos
Replies: 56
Views: 24232

Re: [0.13.16] Map generation - Only one map - Seed defines pos

Loewchen wrote:I move this to NaB then.
While is is true this is not a bug, the problems that is caused by it still persists and has an easy solution. Unfortunally i doubt is will be fixed, since it's in the "not a bug" section now :/
by AntiElitz
Wed Aug 17, 2016 2:05 am
Forum: General discussion
Topic: Map generation - Only one map - Seed defines pos
Replies: 56
Views: 24232

Re: [0.13.16] Map generation - Only one map - Seed defines pos

I guess what AntiElite wants is that the map Seed has more influence than just X/Y coordinates. That the algorithm consists of more than just extracting a x/y shift value from the Seed. Maybe add in some rotations around some axis as well depending on the seed... that would still result in determin...
by AntiElitz
Wed Aug 17, 2016 1:56 am
Forum: General discussion
Topic: Map generation - Only one map - Seed defines pos
Replies: 56
Views: 24232

Re: [0.13.16] Map generation - Only one map - Seed defines pos

The shift is based off the seed. A random generator is seeded with the seed provided and then the x shift and y shift are calculated using that random generator. Changing the seed will change the shift. Changing it more will change it more. Ok, I think I got that. I meant maybe it is possible to in...
by AntiElitz
Wed Aug 17, 2016 12:29 am
Forum: General discussion
Topic: Map generation - Only one map - Seed defines pos
Replies: 56
Views: 24232

Re: [0.13.16] Map generation - Only one map - Seed defines pos

You got me wrong there: What I actually mean is that the map is always the same regardless of the Seed. Even different Seed produce the same Map. The Seed just influences where you start, like the x/y coords of the map. Edited original text to clearify. That's what I was saying: there's only 1 map ...
by AntiElitz
Wed Aug 17, 2016 12:14 am
Forum: General discussion
Topic: Map generation - Only one map - Seed defines pos
Replies: 56
Views: 24232

Re: [0.13.16] Map generation - Only one map - Seed defines pos

Therefor it is very likely that there is only 1 map that everyone plays on, which only depends on the generator options. The seed only defines the starting position on this map. That's exactly how the map gen works...? There's no bug in that. Map generation is deterministic. There's only 1 "ra...
by AntiElitz
Tue Aug 16, 2016 10:40 pm
Forum: General discussion
Topic: Map generation - Only one map - Seed defines pos
Replies: 56
Views: 24232

Map generation - Only one map - Seed defines pos

[0.13.16] Map generation - There is only one map - Seed only defines the position on this map Edit: Somehow related Reddit Thread: https://www.reddit.com/r/factorio/comments/4y8az4/psa_factorio_maps_are_identical_outside_starting/ For my Speedruns I have reviewed several thousand of maps. I had the...
by AntiElitz
Mon Jul 25, 2016 1:35 am
Forum: Not a bug
Topic: [13.10] Biome at start-area not influenced by water setting
Replies: 5
Views: 2179

Re: [0.13.10] [Pending] Map generation

Alright, I'll try again: Water settings used to influence starting area biomes 0.13.9 and before: few water settings-> mostly desert starting area much water settings -> mostly Woods starting area medium water settings -> different (random?) starting area 0.13.10: Every water setting -> nearly alway...
by AntiElitz
Sun Jul 24, 2016 12:33 am
Forum: Not a bug
Topic: [13.10] Biome at start-area not influenced by water setting
Replies: 5
Views: 2179

[13.10] Biome at start-area not influenced by water setting

Terrain Segmentation Frequency somehow got renamed into Water Frequency. However this doesn't seem to be the proper title since it still determines the width of biomes (eg deserts). Additionally the biomes used to be influenced by the water setting. When you selected few water, you would find yourse...

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