Search found 214 matches
- Mon Jul 18, 2016 7:41 pm
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 20531
Re: Thoughts on 0.13 Terrain Generation
Seems like it should be fixed in the next release! I've made some tweaks to our map generator, a bug or two related to map segmentation and completely replaced how starting areas are generated. Let's see if it will make you happy :-) Moving to fixed for next version. https://forums.factorio.com/view...
- Sun Jul 17, 2016 1:52 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO Configs thread
- Replies: 19
- Views: 17096
Re: RSO Configs thread
Been tweaking values for the last two hours to try and get something I like, but in the end it's hard to get around the inherent randomness; of the maps I generated I got one that had tons of copper but little else (solved by installing FAIR resources mod which flips resource field types if there's ...
- Thu Jul 14, 2016 3:11 pm
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 20531
Re: Did they change map generation?
RSO doesn't touch terrain generation, only resourcesNeotix wrote:Install RSO mod to change generation method.
- Wed Jul 13, 2016 8:41 am
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 20531
Re: Thoughts on 0.13 Terrain Generation
If the starting area has problems, the map generator has problems.ssilk wrote:In this sense: there is no problem with the map generator in general, but with the transparency/reliability of the map generator...
- Thu Jul 07, 2016 5:39 pm
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 27040
Re: Is the jump from science pack 2 to 3 too large?
Why does advanced oil processing need a separate science pack again? You're not getting any new products from it, you just shuffle a couple of pipes to do the same things you could do before, just more efficiently. I don't think they meant adv oil as in the research, but rather using more complex o...
- Mon Jul 04, 2016 9:10 am
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 27040
Is the jump from science pack 2 to 3 too large?
Science pack 1 has the player get familiar with basic automation - mines leading to smelters leading to assembly machines leading to labs Science pack 2 requires more complex chains to be established, particularly the inserters, but it's not a huge jump. Science pack 3 has steel, which is odd since ...
- Fri Jul 01, 2016 9:02 am
- Forum: Resource Spawner Overhaul
- Topic: Feedback
- Replies: 107
- Views: 42143
Re: Feedback
Is enemy spawning really fixed in 2.0.3? I still get a screen full of biters if I just set starting area to None, but as soon as I set enemy base size to None I get the expected RSO enemy distribution.
- Thu Jun 30, 2016 7:38 pm
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 20531
Re: Thoughts on 0.13 Terrain Generation
About RSO - thanks for the nice screenshot. I did have a feeling that there are many more enemy bases suddenly. And I'm puzzled about it - I did not change anything in the mod code or config to change amount of enemies. I'm pretty sure it just doesn't remove the base game's enemies anymore, as it u...
- Wed Jun 29, 2016 7:37 am
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 22427
Re: [0.13.0] Terrain segmentation
This also seems to produce a lot less trees than there used to be for me, presumably because there's "dry" biomes which don't allow trees to spawn everywhere, so pollution is more of an issue.
- Tue Jun 28, 2016 3:51 pm
- Forum: Mods
- Topic: [MOD 0.15] Aquifer Drill
- Replies: 15
- Views: 12503
Re: [MOD 0.12.29] Aquifer Drill
v1.2.0 out, for compatibility with 0.13.
- Mon Jun 27, 2016 7:22 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Original Music, in "HD"
- Replies: 11
- Views: 24480
Re: [MOD 0.12.X] Original Music, in "HD"
Drat, can't use this mod with 0.13 if I want achievements...
- Wed May 18, 2016 1:41 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 213234
Re: Electric energy
Yes solar power is OP atm (end game item). there is now drawback except darkness and once you have enoufgfhg batteries you can over come that. Like I once suggested Solar panels should get dirty and start dropping their energy output, to combat this you have robots that clean the panels. (for examp...
- Wed May 11, 2016 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Redo the power bars.
- Replies: 29
- Views: 15368
Re: Redo the power bars.
Really all you need is a "Net power" statistic that is either positive or negative.
- Sun Apr 10, 2016 8:27 am
- Forum: Modding help
- Topic: Pollution/map_settings - how to kill trees faster?
- Replies: 1
- Views: 1136
Pollution/map_settings - how to kill trees faster?
In map_settings.lua there's a lot of stuff relating to pollution and biters, and I particularly wanted to increase the spread of pollution without increasing the base amount, as I'm using RSO and enemies need to be further spread out to allow scouting by car. I figure one way of doing this is to wip...
- Sat Apr 09, 2016 3:25 pm
- Forum: Mods
- Topic: [MOD 0.15] Aquifer Drill
- Replies: 15
- Views: 12503
Re: [MOD 0.12.29] Aquifer Drill
v1.1 out:
I changed the description, and also the recipe - it now requires a burner mining drill. Finally a good use for all those old things!
I changed the description, and also the recipe - it now requires a burner mining drill. Finally a good use for all those old things!
- Sat Apr 09, 2016 7:49 am
- Forum: Mods
- Topic: [MOD 0.15] Aquifer Drill
- Replies: 15
- Views: 12503
Re: [MOD 0.12.29] Aquifer Drill
Aren't the regular water pumps infinite as well? Yep, plus they don't need fuel and work considerably faster. Excellent and simple mod. Would be more excellent if you just wrote the pump rate instead of saying 'mild'. I don't usually see mods (or vanilla buildings) provide such details, but it's go...
- Fri Apr 08, 2016 4:15 pm
- Forum: Mods
- Topic: [MOD 0.15] Aquifer Drill
- Replies: 15
- Views: 12503
[MOD 0.15] Aquifer Drill
Aquifer Drill mod Name: Aquifer Drill Version: 1.2.4 Factorio-Version: 0.17 Description: Adds a burner-style drill that outputs water at 75 units/s. License: MIT license, see Github page Release: 2016-06-28 Download-Url: Download Website: https://github.com/Alignn/AquiferDrill or https://mods.facto...
- Fri Apr 08, 2016 3:07 pm
- Forum: Modding help
- Topic: Is it really impossible to create new types?
- Replies: 6
- Views: 2467
Re: Is it really impossible to create new types?
Awesome, thanks! Took a bit of fiddling but I got it all to work.
- Wed Apr 06, 2016 6:13 pm
- Forum: Modding help
- Topic: Is it really impossible to create new types?
- Replies: 6
- Views: 2467
Re: Is it really impossible to create new types?
Alright.
As for my specific attempt, should I look to using scripts in control.lua to get the desired effect? I suppose making it an assembling machine type and adding a recipe that just outputs water might work... though then it has to be manually selected each time.
As for my specific attempt, should I look to using scripts in control.lua to get the desired effect? I suppose making it an assembling machine type and adding a recipe that just outputs water might work... though then it has to be manually selected each time.
- Wed Apr 06, 2016 2:49 pm
- Forum: Modding help
- Topic: Is it really impossible to create new types?
- Replies: 6
- Views: 2467
Is it really impossible to create new types?
I've been trying to make a drill that can be placed anywhere and outputs water, but it seems I have to use the logic of an existing building type and work around it rather than create one that combines several; I can't just take the fluid output logic of the off-shore pump and add it to a pumpjack o...