Search found 230 matches
- 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...
- 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.
Otherwise, I don't know what you mean by the inputs and outputs being imbalanced.
- 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.
Blueprint string is available at http://factorioblueprints.com/view/PZswMYdQy6Rdeoz2v
Blueprint string is available at http://factorioblueprints.com/view/PZswMYdQy6Rdeoz2v
- 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...
- 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...
- 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.
I'm still laughing about this.
- 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...
- 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...
- 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.
- 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.
- 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...
- 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...
- 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.
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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.