Search found 697 matches
- Tue Aug 11, 2015 10:25 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.3] Map created by map editor is not loadable
- Replies: 6
- Views: 2202
Re: Crashing in Map Editor and Loading custome map 12.3
your running a gtx 980ti and a gtx 760 in sli? how is that possible ? do you mean by "primary" you're saying that your only using that one? It's not possible at all. Having another card is not giving you anything in term of performance boosting. You can not even move physx to the second c...
- Tue Aug 11, 2015 8:36 am
- Forum: Not a bug
- Topic: [0.10.8] "space" fires combat shotgun out into the open
- Replies: 7
- Views: 6242
Re: [0.10.8] "space" fires combat shotgun out into the open
This may be intended behavior, but I'd like to call that intention back into question. The pistol and the sub-machine gun both train the user to think of the space bar as a gun with a safety. If there are no enemies around, it won't do anything harmful, whereas the c key is "no really, just fi...
- Tue Aug 11, 2015 6:38 am
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 119314
Re: [MOD 0.11.x - 0.12.x] Marathon
Yes, indeed, I am 60h + in a game with RSO and Marathon, and I must say that this is brilliant. 1 Suggestion though - since vanilla medium and big electric poles use plates instead of wires most of the time they are easier and faster to craft then the small ones. I think it deserves some sort of a ...
- Mon Aug 10, 2015 5:56 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 183122
Re: [0.12.x] RSO Discussion thread
I think these small patches are quite interesting to mine. Most of the time you end up lazing rails to a bigger deposit one waz or another, and encounter these small ones. I usually have an 1-wagon-small-patch-collector-train, which is driving slowly between the patches, collecting the resources fro...
- Mon Aug 10, 2015 4:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 119314
Re: [MOD 0.11.x - 0.12.x] Marathon
Hi Guys, I want to start a new game with Marathon and RSO, and I don't want to waste several hours before I would realize that the mod is not active at all. So I downloaded 0.5.3 for the 0.12.3 version of the game, and in the mods menu I can see the Marathon mod there, I enabled it, but when I star...
- Sun Aug 09, 2015 11:55 am
- Forum: Resolved Problems and Bugs
- Topic: 0.12.3 - Zooming without scroll wheel is extremely difficult
- Replies: 4
- Views: 3120
Re: 0.12.3 - Zooming without scroll wheel is extremely difficult
Or you can like buy a 3$ mouse with a scrollwheel.
- Sat Aug 08, 2015 4:09 pm
- Forum: Modding help
- Topic: Multi surface support for RSO
- Replies: 5
- Views: 2111
Re: Multi surface support for RSO
I always wanted to ask, can you actually generate deposits bigger than a chunk?
- Sat Aug 08, 2015 3:55 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 383009
Re: Combinators 101
What the hell would be the application of a HARDWARE based PID-controller in FACTORIO?! :shock: the same as in a real factory, naturally - to dynamically and automatically balance production to a changing rate of consumption. Though I suspect, limits of working with integers only aside, things tend...
- Sat Aug 08, 2015 3:29 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 383009
Re: Combinators 101
What the hell would be the application of a HARDWARE based PID-controller in FACTORIO?! :shock: the same as in a real factory, naturally - to dynamically and automatically balance production to a changing rate of consumption. Though I suspect, limits of working with integers only aside, things tend...
- Sat Aug 08, 2015 1:31 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 383009
Re: Combinators 101
What the hell would be the application of a HARDWARE based PID-controller in FACTORIO?!
- Sat Aug 08, 2015 10:29 am
- Forum: Resolved Problems and Bugs
- Topic: Tree not auto-marked for removal when forcing blueprint
- Replies: 4
- Views: 5396
Re: Tree not auto-marked for removal when forcing blueprint
Can confirm the same in 0.12.3, using RSO and Marathon. Sometimes shiftclicking does not mark trees for deconstruction. Attached a savefile where a turret from a blueprint does not force a tree for deconstruction.
- Fri Aug 07, 2015 11:22 am
- Forum: Show your Creations
- Topic: How I defend my base using outposts
- Replies: 13
- Views: 24017
Re: How I defend my base using outposts
I still dont agree with you, ssilk. Biters settle closest at >3 chunks away from your buildings. That means an outpost every 7th chunk. Lets sax we male state of the art outposts with a roboport, repair packs and spare parts and a double-layered wall. We provide electricity centralized from the main...
- Thu Aug 06, 2015 2:50 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 183122
Re: [0.12.x] RSO Discussion thread
There is a change to balance ore amounts. This is exactly what I'm referring to. Forcing total resources regardless of patch size does weird things to generation. For example, I saw someone playing a couple days ago that had >100k coal in a one miner sized patch. In the other circumstance, you coul...
- Thu Aug 06, 2015 2:45 pm
- Forum: General discussion
- Topic: The Fighting Aspect
- Replies: 9
- Views: 12502
Re: The Fighting Aspect
That would be interesting. Just assemble units which use the same pathfinding biters do to reverse-attack them.
- Thu Aug 06, 2015 1:18 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 383009
Re: Combinators 101
Yes, certainlz. It is now as good as it gets
- Thu Aug 06, 2015 11:23 am
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 383009
Re: Combinators 101
I think that for such a complex topic you did an absolutely great job. No real space for improvement, maybe add some bells and whistles like a short summary to each combinator type. Or mazbe bigger captions for a more divided text.
- Thu Aug 06, 2015 11:07 am
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 383009
Re: Combinators 101
The guide is impressive, very nice job!
Although I think you should work better with text structure to make it easier to swallow. Walls of text are always hard to grasp.
Although I think you should work better with text structure to make it easier to swallow. Walls of text are always hard to grasp.
- Thu Aug 06, 2015 10:06 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 183122
Re: [0.12.x] RSO Discussion thread
Ahh, that explains it. I never got it from the description of the mod, if your algorithms base on the settings provided by the map generator, or are constants in your config. I am so far satisfied with the generation, was just wondering.
Thank you for your help.
Thank you for your help.
- Thu Aug 06, 2015 10:05 am
- Forum: Show your Creations
- Topic: How I defend my base using outposts
- Replies: 13
- Views: 24017
Re: How I defend my base using outposts
I disagree. I would start by cleaning out the spawners while laying the rail. After I have secured the area and layed the rail, I would get in into my construction train filled to the brim with turrets, solar panels, etc, drive manually to the place of the supposed outpost, place a station, lay a bl...
- Thu Aug 06, 2015 10:00 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 183122
Re: [0.12.x] RSO Discussion thread
So, in case I would want the future resource generation be more/or less rich I would edit the save-specific map gen settings? Do I understand it right?