Search found 40 matches

by grimdanfango
Tue May 23, 2017 7:07 pm
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 38638

Re: Underground belt lane splitting, anyone else hate it?

I love underground's splitting- it's a lovely bug I hope to be overlooked for a long time to come But would you mind if it was replaced with a dedicated piece that did exactly the same thing, looked better, and had additional uses? I would never suggest getting rid of the "bug" without fi...
by grimdanfango
Tue May 23, 2017 6:55 pm
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 38638

Re: Underground belt lane splitting, anyone else hate it?

I'm not really annoyed with the way it is (which is odd because I'm usually rather obsessive about such things), but I agree that this constitutes essential core functionality that currently is only possible in the game because of what is effectively an exploit. This functionality absolutely should ...
by grimdanfango
Tue May 23, 2017 6:36 pm
Forum: General discussion
Topic: Ore gen, there's no middle ground
Replies: 14
Views: 6560

Re: Ore gen, there's no middle ground

yes. frequency is how many locations it shows up, richness is how much is there. so low frequency means less total fields, but each one will be larger. richness means the content of that field is higher. on of the things i do for water is set it to high frequency with tiny size, so that i get small...
by grimdanfango
Sun May 21, 2017 9:10 pm
Forum: General discussion
Topic: Fluid wagon vs Cargo wagon comparison: Transporting fluids
Replies: 39
Views: 23096

Re: Fluid wagon vs Cargo wagon comparison: Transporting fluids

The key personal-preference factors for me would be: On the one hand, fluid wagons are just a whole lot less faff to set up, and don't require you to maintain and monitor a stock of barrels On the other hand, barrels are presumably a far more space-efficient method to store up fluid. By my reckoning...
by grimdanfango
Sun May 21, 2017 8:00 pm
Forum: General discussion
Topic: What programming language Factorio is written in?
Replies: 38
Views: 40310

Re: What programming language Factorio is written in?

Ultimately, if you learn using C++, or even C, you'll end up with a far more complete understanding of the principles of programming, and you can rejoice in later being able to move onto almost any other language without much effort. I know only few details of coding in C/C++, but I wonder how well...
by grimdanfango
Sun May 21, 2017 6:53 pm
Forum: General discussion
Topic: Ore gen, there's no middle ground
Replies: 14
Views: 6560

Re: Ore gen, there's no middle ground

RSO does have decent enough defaults, but since is was first created, the vanilla default distribution has actually gotten a lot better, and I found after a while of fiddling around with RSO I wasn't really taken with its strictly chunk-based distribution. It can end up making things just a bit too ...
by grimdanfango
Sun May 21, 2017 6:02 pm
Forum: General discussion
Topic: What programming language Factorio is written in?
Replies: 38
Views: 40310

Re: What programming language Factorio is written in?

I'd be tempted to suggest going straight for C++ too... "Learning to program" has little to do with "learning a programming language". They're two very different things. You learn to program *using* a programming language, but ultimately what you learn is highly transferable. It'...
by grimdanfango
Sun May 21, 2017 5:48 pm
Forum: General discussion
Topic: Ore gen, there's no middle ground
Replies: 14
Views: 6560

Re: Ore gen, there's no middle ground

Try these settings: iron-ore - frequency = normal, size = small, richness = good copper-ore - frequency = normal, size = small, richness = good stone - frequency = high, size = small, richness = poor coal - frequency = high, size = very-small, richness = regular uranium-ore - frequency = low, size =...
by grimdanfango
Sun May 21, 2017 5:42 pm
Forum: General discussion
Topic: Ore gen, there's no middle ground
Replies: 14
Views: 6560

Re: Ore gen, there's no middle ground

I'm working on building a mod that balances a perfect epic-scale "rail-world" style, with enemy base placement that means that while they're still a major threat, they're placed with large enough gaps between bases to allow you to lay a rail network that weaves between them without needing...
by grimdanfango
Sun May 21, 2017 4:50 pm
Forum: General discussion
Topic: Biter joining-attack mechanics
Replies: 6
Views: 2817

Biter joining-attack mechanics

I'm trying to get a better understanding of exactly how the game builds attack-groups, so I can tweak a mod I'm trying to make. I understand what's written on the wiki's Enemies and Pollution pages, but a couple of points don't seem entirely clear. Do spawners "create" biters specifically ...
by grimdanfango
Fri May 19, 2017 12:45 am
Forum: Modding discussion
Topic: Adding custom map gen presets.
Replies: 6
Views: 3099

Re: Adding custom map gen presets.

Aaand as usual, the moment I post about it, I work it out!

I downloaded the "KoS Presets" mod, and used that as a template - it's pretty straightforward once someone demonstrates how to do it properly :-P
by grimdanfango
Fri May 19, 2017 12:19 am
Forum: Modding discussion
Topic: Adding custom map gen presets.
Replies: 6
Views: 3099

Re: Adding custom map gen presets.

Any luck with this? I can't work out how I should define a "map-gen-preset-name", and it is unsightly. I'm also trying to work out how to use data:extend to add another preset to the list using a mod rather than directly editing the file, but if I specify: name = "default", it ov...
by grimdanfango
Thu May 04, 2017 5:25 am
Forum: Modding help
Topic: Map gen frequency settings override?
Replies: 3
Views: 804

Re: Map gen frequency settings override?

Aaand, found that too...
"richness_multiplier_distance_bonus" in "demo-resources.lua" (and "resources.lua" for oil and uranium)

Typical... the moment I figure I'm lost and decide to post is the exact same moment I suddenly start making sense of it :-P
by grimdanfango
Thu May 04, 2017 4:58 am
Forum: Modding help
Topic: Map gen frequency settings override?
Replies: 3
Views: 804

Re: Map gen frequency settings override?

Aha, found it... in "demo-enemy-autoplace-utils.lua" (slightly confusing that the game uses config files prefixed "demo-" :-P) reducing the "noise_octaves_difference" values under the "peaks" structure seems to do the trick! At a raw guess as to how it works, ...
by grimdanfango
Thu May 04, 2017 3:34 am
Forum: Modding help
Topic: Map gen frequency settings override?
Replies: 3
Views: 804

Re: Map gen frequency settings override?

Additionally, is the exponent that increases ore richness with distance from the center available anywhere? I know there's one in the RSO mod config, but I'd like to be able to tweak it in a similar way for the vanilla ore placement.
by grimdanfango
Thu May 04, 2017 1:59 am
Forum: Modding help
Topic: Map gen frequency settings override?
Replies: 3
Views: 804

Map gen frequency settings override?

I'm pretty much a total novice when it come lua script, so I'm a bit lost where to even start looking... Is there anywhere in user-editable .lua files where I can access the perlin noise scales that the map gen "very-low, low, medium" frequency settings actually define? I'm playing around ...
by grimdanfango
Mon Feb 13, 2017 3:04 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51884

Re: Friday Facts #177 - Difficulty settings

The difficulty UI is a good idea - mainly to move those settings out of the realm of .ini tweaking. What would be great is if as part of this, you could work in some sort of officially supported and balanced version of the "Marathon" mod, as a custom "game length" option, that mu...
by grimdanfango
Tue Sep 15, 2015 5:40 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belts instead of trains
Replies: 33
Views: 32818

Re: Belts instead of trains

I wasn't simple! Hard work until I build a reliable test-track. First results for the max throughput of belt-constellations follows. All tests have been done between 3 and 5 times. A systematic measurement-error cannot be excluded yet! All numbers in tiles per minute if not other said! Simple strai...
by grimdanfango
Mon Sep 14, 2015 4:36 am
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 456
Views: 266770

Re: Just bought the game; What were Your first impressions?

My first impressions - great demo, left me wanting MUCH more, so I immediately bought in. My life! It's consuming my life! A couple of weeks in, and I just built a surprisingly compact 17:12:8:4:3:2:2 count-accurate weighted splitter. Yeah, I'm concerned this is going to be a bit of a Civ 4 for me. ...
by grimdanfango
Thu Sep 10, 2015 6:43 pm
Forum: Releases
Topic: Version 0.12.7
Replies: 16
Views: 37917

Re: Version 0.12.7

When loading a map-editor map, or starting a new custom scenario, with any maps created using 0.12.6 I'm getting:
"Couldn't read from input file. File could be corrupted."

Loading previous saved games works just fine though.

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