Search found 230 matches

by Jackalope_Gaming
Sat Oct 15, 2016 1:55 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 117852

Re: Friday Facts #160 - Playtesting

An issue I see with turret creeping though: If you place turrets just outside of biter aggro range and then wait for them to charge up, you can then place a second set of turrets in firing range of the first turrets so they get covered while they're charging, and then the second set of turrets can s...
by Jackalope_Gaming
Fri Oct 14, 2016 3:38 am
Forum: Show your Creations
Topic: Jack's Crazy Contraptions
Replies: 30
Views: 33712

Re: Jackie's Crazy Contraptions

If you're referring to how the balancers don't redirect stuff if one of the outputs is cut off, that's because they're all meant for continuous throughput just like Madzuri's are.

Otherwise, I don't know what you mean by the inputs and outputs being imbalanced.
by Jackalope_Gaming
Wed Oct 12, 2016 3:44 am
Forum: Show your Creations
Topic: Jack's Crazy Contraptions
Replies: 30
Views: 33712

Re: Jackie's Crazy Contraptions

It's been a few months, so here's a 2 space 16 belt balancer.

Image

Blueprint string is available at http://factorioblueprints.com/view/PZswMYdQy6Rdeoz2v
by Jackalope_Gaming
Wed Oct 05, 2016 1:41 am
Forum: Technical Help
Topic: Is there a way to specify a windowed resolution?
Replies: 0
Views: 457

Is there a way to specify a windowed resolution?

I know that Factorio's full screen defaults to whatever the resolution is for a given monitor, but windowed allows for resizing the game at will. However, as far as I can tell there is no in game mention of what that resolution actually is, nor is there a config option to set it to a given resolutio...
by Jackalope_Gaming
Fri Aug 26, 2016 9:29 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 45576

Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental

Ideas for vehicle equipment modules: (snip) Item Scoop - [medium] allows a remotely controlled vehicle to pick up items off the ground, allows a vehicle with a plow to pick up ore from ore fields as it moves Picking up some ores would be nice, but how about the trees we'll eventually be driving thr...
by Jackalope_Gaming
Fri Jul 15, 2016 4:25 pm
Forum: News
Topic: Friday Facts #147 - Multiplayer rewrite
Replies: 68
Views: 33472

Re: Friday Facts #147 - Multiplayer rewrite

"but it also keeps the clients from having to deal with the synchronisation and shit."

I'm still laughing about this. :lol:
by Jackalope_Gaming
Tue Jun 28, 2016 1:42 am
Forum: Balancing
Topic: (0.13) Disparity of starting resource generation
Replies: 6
Views: 3244

(0.13) Disparity of starting resource generation

On baseline medium/regular settings there seems to be a large disparity on whether a given resource is generated in the starting area. I heard one person say they didn't even have copper or stone in the starting map, though there might have been the newly minable stone rocks in their base to get sta...
by Jackalope_Gaming
Mon Jun 27, 2016 10:05 am
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 69191

Re: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)

0.13 notes This mod -will not- work properly with 0.13 and I have no intention of making it work due to 0.13 making this mod obsolete. If I do make a train mod for 0.13 then it will be a new mod with a different name so people don't get mixed up. If there are enough people who still use 0.12 and wan...
by Jackalope_Gaming
Mon Jun 27, 2016 9:52 am
Forum: Mods
Topic: [MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon
Replies: 22
Views: 44977

Re: [MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon

I could do an update for the 8L Train Project to add support for Stainless Steel Wagon, but with 0.13's update to trains I see practically no reason to add anything more to my mod. If enough people end up staying with 0.12 then I could update it, but I don't foresee that happening.
by Jackalope_Gaming
Sat Jun 11, 2016 10:33 pm
Forum: Mods
Topic: [MOD 0.12.x] Assembler Light
Replies: 16
Views: 22736

Re: [MOD 0.12.x] Assembler Light

Nope, this mod only adds an animation to the front of assemblers. No accumulators.
by Jackalope_Gaming
Fri Jun 10, 2016 9:05 pm
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 63052

Re: Friday Facts #142 - Playtesting

I wouldn't recommend having armors themselves give inventory space, unless the armor research itself gave space that was permanent and totally independent of the armor. People switch armor setups and neither dropping the extra inventory on the ground nor disabling those slots until armor is equipped...
by Jackalope_Gaming
Tue May 31, 2016 10:17 pm
Forum: Balancing
Topic: Big worms vs early game
Replies: 13
Views: 6524

Big worms vs early game

Something that's been bugging me for a while now is it's possible to run into a big worm very early on. A map I just started had a big worm in the second base I cleared, and I'm not even into green science yet to get the starting turret and bullet damage upgrades. I kill everything else around it, b...
by Jackalope_Gaming
Wed May 18, 2016 5:13 pm
Forum: Mods
Topic: [MOD 0.12.x] Assembler Light
Replies: 16
Views: 22736

Re: [MOD 0.12.x] Assembler Light

Obstinate, I made a pull request for you on the Github that nearly halves the number of lines of code needed to make the mod work and would enable supporting other mods much more easily if you'd like.
by Jackalope_Gaming
Fri May 06, 2016 5:17 pm
Forum: Balancing
Topic: Cars and trains
Replies: 10
Views: 5246

Re: Cars and trains

That sort of inventory problem can be addressed with a "trailer", I.E. a cargo car for the car. More cargo space comes at the cost of mobility. A trailer might not be feasible given the current programming and how clunky the driving tends to be. However, a new larger ground vehicle could ...
by Jackalope_Gaming
Fri May 06, 2016 4:35 pm
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 69191

Re: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '01-05-12)

I have added a list of what versions of other mods my mod supports. For my mod (or any mod for that matter) to be functional you need to make sure all the optional supported mods are up to date if you are using them.
by Jackalope_Gaming
Thu May 05, 2016 3:34 pm
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 69191

Re: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '01-05-12)

I have to revert to 1.2.2 now, the trains all shrank in size. All wagons are now 6 car lengths instead of 8, in the bob's mods trains at least. I don't have anything but MK3 wagons anymore. This update really messed up my rail network big time when I added it, so I have to revert to an earlier save...
by Jackalope_Gaming
Sun May 01, 2016 6:35 pm
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 69191

Re: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '01-05-12)

Yup, if you add this mod to an existing game then you will need to pick up all the train entities and place them down again to get them to the right lengths. If I knew of some programming or whatever that could fix the issue I would happily and quickly add it. May 1st, 2016 update: Added support for...
by Jackalope_Gaming
Sun May 01, 2016 5:44 pm
Forum: Mods
Topic: [MOD 0.13.x] Shuttle Train v1.1.0
Replies: 46
Views: 40071

Re: [MOD 0.12.x] Shuttle Train v1.0.1

And thank you for making this mod! One thing I am really hoping can work with this is having a little electric monorail system or whatever that only transports the player character. Useful for going around the base. I noticed you've got a bit of a problem in the code though: In the item.lua file you...
by Jackalope_Gaming
Sun May 01, 2016 1:13 pm
Forum: Mods
Topic: [MOD 0.13.x] Shuttle Train v1.1.0
Replies: 46
Views: 40071

Re: [MOD 0.12.x] Shuttle Train v1.0.1

Is the Shuttle Train button on the top left supposed to show up before having researched Shuttle Trains? I recently added the mod to my list (and I'll also be supporting it with my 8L Train Project mod) so it has been brought into a map that has everything else researched. The button is also showing...
by Jackalope_Gaming
Fri Apr 15, 2016 11:34 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 316484

Re: [0.12.x][v0.12.7] Bob's Logistics mod

The OP forgets to mention you've added Armoured versions of locomotives and cargo wagons in addition to the MK2 and MK3 versions.

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