Search found 2131 matches

by Ranakastrasz
Fri Sep 06, 2019 12:34 am
Forum: Not a bug
Topic: [0.17.2] Wall texture doesn't update when cliff gets destroyed
Replies: 4
Views: 1749

Re: [0.17.2] Wall texture doesn't update when cliff gets destroyed

I just have to wonder, how computationally expensive is it to make cliff explosions force redrawing in a small area around them? Its not like they happen constantly.
by Ranakastrasz
Sat Aug 31, 2019 10:18 pm
Forum: Modding help
Topic: Poles with limited power distribution
Replies: 7
Views: 1608

Re: Poles with limited power distribution

I had seen it, or something like it before. And I went and searched for "Factotio Power Network Mod" and a bunch of synonyms til I found it. There might be another, but I couldn't find one.
by Ranakastrasz
Sat Aug 31, 2019 7:45 pm
Forum: Modding help
Topic: Poles with limited power distribution
Replies: 7
Views: 1608

Re: Poles with limited power distribution

https://mods.factorio.com/mod/flownetwork
This mod apperently does it somehow. No clue beyond that. It probably uses power interfaces and excessive scripting.
by Ranakastrasz
Sat Aug 31, 2019 7:08 pm
Forum: Balancing
Topic: Belt speeds
Replies: 24
Views: 8961

Re: Belt speeds

I would point out that 13.33 doesn't subdivide evenly either.

But yes, I could get behind those changes, if only because doubling speed per tier feels better. I use calculators for everything anyway after all.
by Ranakastrasz
Sat Aug 31, 2019 1:02 pm
Forum: Ideas and Suggestions
Topic: Insert modules one at a time
Replies: 5
Views: 1253

Re: Insert modules one at a time

ssilk wrote:
Sat Aug 31, 2019 4:23 am
Use module inserter mod.
Wait really? I wish I knew that before...

Still gonna use module copy paste though.
by Ranakastrasz
Fri Aug 30, 2019 8:56 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 144173

Re: [MOD 0.17.x] Modular Armor Revamp

I see. That much is understandable. I would point out that I haven't touched the balance here for a long time, and the game has changed, so I have no idea if it still is balanced. But yea, I understand. ---- After playing PVP Rebalance , (Which incidentally the developer just transferred control of ...
by Ranakastrasz
Wed Aug 28, 2019 7:46 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 144173

Re: [MOD 0.17.x] Modular Armor Revamp

V17 Disabled conduits again. I doubt I will ever re-enable them, because I honestly have no idea what is going on, and I would really need to rewrite the whole thing and/or copy someone else's implemenation. Mostly just had to rename things, but the Laser Turret dummy (which probably ought to be rep...
by Ranakastrasz
Mon Aug 26, 2019 8:30 pm
Forum: General discussion
Topic: Are Bitters unnecessary?
Replies: 56
Views: 21420

Re: Are Bitters unnecessary?

Biters asd a soft time constraint, and a semirandom modifier to your play, but both decay in effectiveness as you get later in the game. Until you have good defenses, overpollution and cutting doen forests is a bad idea. Having to get weapons and ammo and killing enemy bases takes time and resources...
by Ranakastrasz
Mon Aug 12, 2019 8:49 pm
Forum: Balancing
Topic: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
Replies: 41
Views: 15872

Re: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!

I will point out that somehow you can get 500 easily, thousands more often from any specific tile of stone ore. The question is why it isn't MORE expensive.

Honestly, the only reason I ever thought it was expensive was that back when it was just a mod, it was 5 stone per tile.
by Ranakastrasz
Sat Aug 10, 2019 5:21 pm
Forum: Pending
Topic: [0.17.64] Belts change direction randomly after loading savegame
Replies: 3
Views: 1526

Re: [0.17.64] Belts change direction randomly after loading savegame

Lets see. Do you have mods installed? Has this happened more than once? Is it the same belt each time, or different belts? I would say, post the save game and tell us how to reproduce, but since its the save functionality that you believe to be the issue, that doesn't seem like it would work. How do...
by Ranakastrasz
Wed Jul 31, 2019 2:41 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 290499

Re: Friday Facts #305 - The Oil Changes

Gotta say, I love how they are changing this. Oil was always a massive step in complexity. Cutting it into smaller pieces is a good thing.

That we are also getting more flexable liquid outputs, and maybe inputs, is icing on the cake, since people have wanted that for ages.
by Ranakastrasz
Tue Jul 30, 2019 12:14 am
Forum: Not a bug
Topic: [0.17.59] Can't drag-upgrade underground belts
Replies: 8
Views: 1796

Re: [0.17.59] Can't drag-upgrade underground belts

This would be desired behaviour though. If you are dragging over underground belts that already exist, since it already does the otherside for you, it would make sense to exclude that side swapping behavior, just for this. Or, honestly, allow a method to suppress this behavior, since in some cases i...
by Ranakastrasz
Wed Jul 10, 2019 3:19 pm
Forum: Already exists
Topic: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Replies: 18
Views: 4089

Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities

Smoke has a variant that deals damage, or rather does something ontick, just look at poison capsules.
by Ranakastrasz
Tue Jun 25, 2019 1:18 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 10000

Re: [Poll] 0.17 Quickbar

More tbat my OP there is my opinion on the subject, and it hasnt changed yet. I've gotten used to the new hotbar, but it could use a lot more user friendliness, which I detailed. A linear, good or bad doesn't work, because while a huge step forward, it has issues making it inferior in user friendlin...
by Ranakastrasz
Tue Jun 25, 2019 2:10 am
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 10000

Re: [Poll] 0.17 Quickbar

viewtopic.php?f=6&t=65895&p=403573&hili ... ar#p403573

This is pretty much my vote here. The fact there are quite a few posts on the subject does suggest it is a problem.

That, and save/load functionality would be fine.
by Ranakastrasz
Fri Jun 21, 2019 2:24 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 274106

Re: [0.17+] Space Exploration WIP

I have a spaceship now - how cool is that! Coolest mod ever! But - how dit you mean it with "Train station on board of the ship for automated loading/unloading"? Maybe someone post a picture how he has done this? Seems there are not really youtube videos for this mod, even if it is the co...
by Ranakastrasz
Wed Jun 19, 2019 5:00 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 10000

Re: [Poll] 0.17 Quickbar

I hate polls because they dont let you communicate. The quickbar lost a lot of user friendliness, moving it into a new area, and takes retraining from. Normal inventory systems in most games. Its a step in the right direction, but still needs ironed out.
by Ranakastrasz
Sun Jun 16, 2019 6:37 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt content side swapping
Replies: 13
Views: 10668

Re: Belt content side swapping

That is the first underground belt abuse that didnt make me want to tear my hair out. Plus I have that specific issue often.
by Ranakastrasz
Sun Jun 16, 2019 12:23 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 274106

Re: [0.17+] Space Exploration WIP

Cant you use coal? Couls have sworn that was an option.
by Ranakastrasz
Sun Jun 09, 2019 10:35 pm
Forum: Ideas and Requests For Mods
Topic: Rotateable Concrete (Hazard)
Replies: 4
Views: 1516

Re: Rotateable Concrete (Hazard)

Unfortunately, awesome as it is, it kinda has even more issues with blueprints than normal rotatable hazzard concrete.

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