Search found 69 matches

by DaemosDaen
Mon Sep 12, 2016 1:22 am
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 45141

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

Another point of interest for equipment. When using the exoskeleton (or any movement-bonus-equipment item), the acceleration of the vehicle is increased, but where locomotives and cargo wagons have a max_speed, this stat is unaffected. Meaning such speed bonus equipment is useless for cargo wagons....
by DaemosDaen
Sat Sep 10, 2016 2:32 am
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 45141

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

I had a nice long post typed up and realized I could easily sum it up as this: Are modular vehicles going to be added to the game, if so do you have any ideas? I hope it's not as simple as adding the existing PA grid on higher tier vehicles. I know I have an idea on them. Vehicles get 4 smaller grid...
by DaemosDaen
Sun Jul 03, 2016 3:11 pm
Forum: News
Topic: Friday Facts #145 - 0.13 experimental is out
Replies: 62
Views: 30309

Re: Friday Facts #145 - 0.13 experimental is out

They probably have some heuristics etc. but they don't check every line for sure. Apple controls this simply by allowing only apps which are developed on Apple certified tools/platforms - I doubt that (highly user configurable) lula would be accepted by them. Then why the hell did you even suggest ...
by DaemosDaen
Sun Jul 03, 2016 2:25 am
Forum: News
Topic: Friday Facts #145 - 0.13 experimental is out
Replies: 62
Views: 30309

Re: Friday Facts #145 - 0.13 experimental is out

However - bringing Factorio to the Macintosh App store which is historically incredible weak in the games sector would be a big boost in sales as well as PR as there is no competition on that theater by a far shot. 99% of Mac users stay usually away from any non Apple inhouse-store hosted programs ...
by DaemosDaen
Fri Jun 10, 2016 11:19 pm
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 62511

Re: Friday Facts #142 - Playtesting

"We get little bit further in the technology tree every day as we play our multiplayer playtest game, it always uncovers few bugs or desyncs which we fix immediately so we can continue playing."

Did anyone else laugh when they read this?
by DaemosDaen
Fri Jun 03, 2016 10:52 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 80379

Re: Friday Facts #141 - Mod Portal

Can we get a full loop GIF so that viewing it does not hurt my eyes?
by DaemosDaen
Mon May 30, 2016 1:40 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 62439

Re: Friday Facts #140 - Soon

But vanilla should stay as close as possible to its core DNA and idea Because combat in Vanilla is boring at the moment. Currently in the end game, you have the options of: Defensive: Drop a few hundred turrets (laser normally, I prefer to mix them because normal turrets hit harder) Offensive; Drop...
by DaemosDaen
Mon Apr 04, 2016 11:17 am
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 57070

Re: Friday Facts #131 - Roadmap shuffle

Neotix wrote:Tank wagon is not so urgent because we already have worked mods with it.
One is Rail Tanker Mod and second Yuoki Industries - Railways Mod.
Yea, but The tanker mod is finicky
by DaemosDaen
Sun Apr 03, 2016 10:37 pm
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 57070

Re: Friday Facts #131 - Roadmap shuffle

I know, significantly late, but can we wait a little longer for the Fluid railcar to be ready?
by DaemosDaen
Sat Feb 27, 2016 5:31 am
Forum: General discussion
Topic: Steam Key?
Replies: 1
Views: 932

Re: Steam Key?

by DaemosDaen
Sat Feb 27, 2016 5:20 am
Forum: General discussion
Topic: Steam Workshop For Mods?
Replies: 8
Views: 3594

Re: Steam Workshop For Mods?

I also am wondering this question.
by DaemosDaen
Sun Sep 27, 2015 2:31 am
Forum: Balancing
Topic: Target prioritising of turrets
Replies: 23
Views: 31435

Re: Target prioritising of turrets

If your only having the issue when using Bob's mods, then you may want to be protecting your sniper turrets with normal (or upgraded) gun turrets kept out of range of spawner your are having issues with. (this tactic also work with vanilla turret creep.) I personally like having dumb turrets, someth...
by DaemosDaen
Sun Sep 27, 2015 12:13 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Tree
Replies: 2
Views: 10999

Re: Production Tree

This was made using Foreman https://forums.factorio.com/forum/viewtop ... 134&t=5576
It's not the whole tree, just what's needed to make the rocket silo/rocket defense
by DaemosDaen
Sat Sep 26, 2015 10:29 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322475

Re: Foreman 0.1.9 - A factory optimisation tool.

I got it to work on a difrent system that had no mods installed.


Does this work with mods installed? I through I read earlier that it does, but if not, that's ok. great tool either way.

NVM, got it to work on that system with mods... great tool. might make my life a little easier now. :)
by DaemosDaen
Tue Sep 22, 2015 2:49 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322475

Re: Foreman 0.1.9 - A factory optimisation tool.

Getting an error "Unable to load DLL 'lua52' the specified module could not be found" it shows in the directory

I double checked the directories and they look ok.
by DaemosDaen
Sat Sep 19, 2015 1:54 pm
Forum: Resource Spawner Overhaul
Topic: Bug reports
Replies: 125
Views: 51563

Re: Bug reports

When trying to use version 1.4.1 with Bob's Mods, the ore Gen leans heavily towards vanilla ores, to the point where Bob's mod progression is limited, is there a way to ensure that we get more than 1 resource per region (the wording in the description for multi_resource_chance_diminish is not clear....
by DaemosDaen
Tue Sep 15, 2015 5:04 pm
Forum: News
Topic: Friday Facts #103 - Prototyping ahead
Replies: 42
Views: 39108

Re: Friday Facts #103 - Prototyping ahead

You are correct, we do not think small here in the US.

Beware the Resee's Cups, they are addicting
by DaemosDaen
Sat Aug 29, 2015 10:10 pm
Forum: Balancing
Topic: [0.12] Top-tier Combat robots should be permanent and personal
Replies: 7
Views: 20726

Re: [0.12] Top-tier Combat robots should be permanent and personal

[quote="bobingabout"]One of the things I tried to do for my mod was make a combat robot that doesn't die from time. I think the best I could do was give it a lifespan of 1 day. on top of that, I made it function more like a logistic/construction drone in that you just place them in the wor...
by DaemosDaen
Sat Aug 29, 2015 10:05 pm
Forum: Balancing
Topic: Piercing rounds recipe should include regular rounds
Replies: 21
Views: 15642

Re: Piercing rounds recipe should include regular rounds

The Devs are pro-upgrade (using a T1 item to make a T2 item) I personally am con-upgrade (An items should probably cost what it takes to build it. You wouldn't build a house out of iron, to then replace that iron with steel.) So, requiring bullets made from copper and iron, to make better bullets b...
by DaemosDaen
Sat Jul 18, 2015 2:52 pm
Forum: Resolved Problems and Bugs
Topic: [posila] only 50 FPS with vsync activated
Replies: 21
Views: 12440

Re: only 50 FPS with vsync activated

The reason for 60FPS is that is the refresh rate of the monitor, and the reason it exists is to lower GPU usage and to fix the issues you mentioned.
I notice the game stutters unless you give it 4 or more threads in the settings

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