Search found 40 matches
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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'...
- 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 =...
- 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...
- 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 ...
- 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
I downloaded the "KoS Presets" mod, and used that as a template - it's pretty straightforward once someone demonstrates how to do it properly
- 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...
- 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
"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
- 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, ...
- 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.
- 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 ...
- 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...
- 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...
- 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. ...
- 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.
"Couldn't read from input file. File could be corrupted."
Loading previous saved games works just fine though.