Search found 835 matches

by Aeternus
Wed Jul 04, 2018 10:53 am
Forum: Implemented mod requests
Topic: Prototype property to stop inserters from "chasing" items
Replies: 17
Views: 9230

Re: Prototype property to stop inserters from "chasing" items

Or just increase the "collisionbox" size from where it can immediately grab an item, so it doesn't need to chase at all. Item magnetism/vacuuming of sorts. Make those inserters suck... in a good way ;) This would also make stack inserters run much quicker when grabbing stuff from a fast be...
by Aeternus
Wed Jul 04, 2018 10:23 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] UPS Friendly Nuclear Reactor
Replies: 26
Views: 7493

Re: [REQUEST] UPS Friendly Nuclear Reactor

Can an assembler prototype require a negative amount of power? If so it'd be real easy to do. Assembler (Nuclear Reactor) with recipy: Power Generation (nuclear fuel -> spent nuclear fuel). 200s recipy time. -40 MW power "requirement". Module effects disallowed. Alternative would be to do ...
by Aeternus
Wed Jul 04, 2018 10:13 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Error: "Direct3D device lost during loading of sprites"
Replies: 8
Views: 3048

Re: [0.16.51] Error: "Direct3D device lost during loading of sprites"

http://www.tomshardware.co.uk/answers/i ... rx580.html
You're not the first to have this issue. There's some possible causes in the thread I linked... most likely cause is that an incorrect firmware has been flashed onto the card for performance/overclocking reasons.
by Aeternus
Wed Jun 27, 2018 3:33 pm
Forum: Ideas and Suggestions
Topic: Bot Recall
Replies: 21
Views: 9094

Re: Bot Recall

A workaround I've used is to use filter inserters to yank specific bot types out of frequently used roboports. Typically dumping them into a purple chest to be sent off to the bot upgrade centers. For construction bots: Use roboports near logistics storage and wherever you are dropping off wood/ston...
by Aeternus
Tue Jun 26, 2018 8:03 am
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 94942

Re: Version 0.16.51

Why not change the icon to that of a car battery? A cube-y shape fits the industrial motif better anyway, does it not?
by Aeternus
Mon Jun 25, 2018 9:39 am
Forum: Gameplay Help
Topic: Vehicle stuck over resources
Replies: 6
Views: 2344

Re: Vehicle stuck over resources

Use an inserter to feed fuel to it? Long handed inserter might do the trick. They should be able to feed fuel to idle vehicles.
by Aeternus
Tue Jun 12, 2018 1:03 pm
Forum: Ideas and Suggestions
Topic: Cargo aircraft as a new logistic option
Replies: 8
Views: 3917

Re: Cargo aircraft as a new logistic option

Why not use blimps instead? Airships are slower so less problems with relative speed (trains will be faster), and they can moor anywhere, so no messing around with taxiways.
It would be an option for difficult to reach mines or low frequency stations.
by Aeternus
Tue Jun 12, 2018 8:13 am
Forum: Releases
Topic: Version 0.16.50
Replies: 22
Views: 24233

Re: Version 0.16.50

(2-2).(2^(2^2)).((2+2*2*2)^2)/2 :) Such a nice and round version number :D (where, as a programmer, "round" is mostly defined as having to do something with the number "2" :lol: ) "2" is the loveliest number of them all. All things should come in powers of 2. I agree 1...
by Aeternus
Tue Jun 05, 2018 12:38 pm
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 21870

Re: How to fix module balance

The main users of modules are megabases. If you aren't playing on after launching a rocket, then typically you just need a few modules for the silo. (Some players use modules in labs or other places, but others don't). To fix the ups problems will require a fluid mechanics overhaul, and possible a ...
by Aeternus
Tue Jun 05, 2018 9:40 am
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 60237

Re: Friday Facts #245 - Campaign concept

I like the split between high science and production.
Dislike the Logistics System still being locked behind yellow science.
by Aeternus
Thu May 31, 2018 9:41 am
Forum: Modding discussion
Topic: What are "Quality of Life" mods?
Replies: 12
Views: 10371

Re: What are "Quality of Life" mods?

Wallhacks are not QoL (in shooters), because it alters the perception of one player, which in shooters is usually a gamebreaking advantage. Aimbot as well, since the ability to miss and reaction time are part of the gameplay. At least in shooters. If you have a wallhack in say, a godgame like The Si...
by Aeternus
Thu May 31, 2018 9:29 am
Forum: Releases
Topic: Version 0.16.47
Replies: 69
Views: 33607

Re: Version 0.16.47

Recently reported bugs fixed quickly again. Nice to see the good work continue :)
by Aeternus
Wed May 30, 2018 9:23 am
Forum: Modding discussion
Topic: What are "Quality of Life" mods?
Replies: 12
Views: 10371

Re: What are "Quality of Life" mods?

*drops E0.02* QoL mods are basically anything that makes the game easier to play without impacting the core gameplay. Stuff like: - Bigger inventory to lug around more stuff - More quickslots - Alternate ways to select stuff or read stuff (such as "long reach") - Vehicle steering aids that...
by Aeternus
Fri May 25, 2018 7:44 pm
Forum: Energy Production
Topic: Tileable Nuclear setup (v4)
Replies: 8
Views: 24710

Tileable Nuclear setup (v4)

Short version: - Tileable design expandable into infinity as long as terrain permits - Requires landfilling. Works well with tall but narrow stretches of water. - Throttled design, reactors will only be active when more steam production is needed. - Production: 640MW per 4 reactors, 560MW drained by...
by Aeternus
Fri May 25, 2018 11:36 am
Forum: Gameplay Help
Topic: Avoid logistic loop pulling from and returning items to bus
Replies: 8
Views: 3772

Re: Avoid logistic loop pulling from and returning items to bus

Huh. That tap's more narrow then my own design... might need to pilfer that. Neat :) I had 2 inserters taking from the chest and merging both sides of the belt, then push that in via priority splitter. More throughput, but wider. Storage chests with filter could replace the "factory" green...
by Aeternus
Fri May 25, 2018 6:40 am
Forum: Gameplay Help
Topic: Combat in DeathWorld - Flame Turrets
Replies: 6
Views: 2163

Re: Combat in DeathWorld - Flame Turrets

You'd typically want to use Light oil for those turrets. Lowers the consumption rate. Barelling and chain-feeding them is an option. If your defenses are permanent, consider a storage tank, 'though on your settings that's a hefty resource investment in terms of oil.
by Aeternus
Fri May 25, 2018 5:59 am
Forum: This Forum
Topic: Tapatalk
Replies: 49
Views: 33967

Re: Tapatalk

You're the only one who seems to be so vocal about it Stein. One person shouting loudly does not a common opinion make.
by Aeternus
Thu May 24, 2018 8:28 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Eco Megabase, 640SPM, only belts, All normal.
Replies: 13
Views: 9205

Re: Eco Megabase, 640SPM, only belts, All normal.

Costs are okayish. A radar, a few steel, a lot of explosives (coal and petrol). The production time is quite long however. To clear an area, I'd recommend using a 2 to 4 wagon artillery train - those take 100 shells per wagon, which takes a LONG time to reload unless you massproduce shells. But it d...
by Aeternus
Thu May 24, 2018 5:03 am
Forum: Gameplay Help
Topic: Avoid logistic loop pulling from and returning items to bus
Replies: 8
Views: 3772

Re: Avoid logistic loop pulling from and returning items to bus

For items that actually go on the bus: Bus -> Green inserter (if item <10 stacks load into chest) -> Buffer chest -> Green inserter (if item > 20 stacks pull from chest onto bus) -> Bus (with priority merge) Then if there's a large surplus some of it ends up in generic storage - but that doesn't mat...
by Aeternus
Thu May 24, 2018 4:57 am
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 33072

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

Belts requiring power... no. Just no. They're at the core of Factorio gameplay, and it would seriously detract from the enjoyment of this game if they'd suddenly require power. Pumps... I suppose you could do a "burner pump" and "electric pump". Wouldn't be too hard to push the c...

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