Search found 435 matches

by Rahjital
Sun Jun 15, 2014 8:32 pm
Forum: Gameplay Help
Topic: Boiler / steam engine ratio
Replies: 4
Views: 3758

Re: Boiler / steam engine ratio

Well, you can do much more with 100kW of electricity than with 100kW of fuel energy since burner machinery is much less efficient. Just compare the burner inserter with a regular inserter - the burner consumer more than 10 times the energy but is slower than the normal energy. It doesn't really matt...
by Rahjital
Sun Jun 15, 2014 8:17 pm
Forum: Modding discussion
Topic: Pipes ?
Replies: 8
Views: 10220

Re: Pipes ?

Indeed, pipes have limited amount of liquid they can hold and fluids can only move with a limited speed. There's no mod I know of that increases the capacity of pipes and the rate at which fluids flow, but it's rather simple to change this with a mod.
by Rahjital
Sun Jun 15, 2014 7:10 pm
Forum: Modding help
Topic: Using onload
Replies: 2
Views: 1390

Re: Using onload

What you want to use is the oninit function. Oninit triggers whenever the mod is first loaded in the map, so when you load a map created without the mod, the game recognizes that the mod was added and runs its oninit function instead of onload. The reason it happens after several minutes is because ...
by Rahjital
Sun Jun 15, 2014 12:59 pm
Forum: Gameplay Help
Topic: Need help with New Hope Mission 3
Replies: 16
Views: 20258

Re: Need help with New Hope Mission 3

Are you playing the 0.10 version of the game? If so, you've been fairly lucky as the worms are bugged and often don't shoot you. The eastern forest is protected by big worms who can kill you in just a few hits.
by Rahjital
Sun Jun 15, 2014 11:55 am
Forum: Gameplay Help
Topic: Set tech status in Editor
Replies: 4
Views: 1881

Re: Set tech status in Editor

There is no need to disable the techs and recipes if that's not what you want to do, it just makes it easier to restrict what the player can do (and makes sure players can't cheat their way through with mods.)
by Rahjital
Sun Jun 15, 2014 6:05 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] oil tanker/tanker
Replies: 3
Views: 3944

Re: oil tanker/tanker

JamesOFarrel has done a lot of good work in his Wagons mod. He tried to make a liquid wagon as well, but unfortunately mods cannot manipulate liquid in 10.0, so it can't be done now. If the devs add at least a basic way of manipulating liquids in 10.1, we may finally see the tankers in the game.
by Rahjital
Sun Jun 15, 2014 5:34 am
Forum: Gameplay Help
Topic: Need help with New Hope Mission 3
Replies: 16
Views: 20258

Re: Need help with New Hope Mission 3

I found making a base in the mission absolutely useless, as it only attracts biter attacks to you. Instead, go after the south-west base first, destroy it and loot the spaceship wreck there, then immediately go after the main nest (don't forget to craft all the rockets you can). The direction of the...
by Rahjital
Sat Jun 14, 2014 7:03 pm
Forum: Ideas and Suggestions
Topic: Endgame Content Concept Discussion
Replies: 21
Views: 19689

Re: Endgame Content Concept Discussion

CreeperDaReeper: Constructing a superweapon to annihilate the biters would be a good goal as well, although some thought would have to go into what kind of weapon it would be, since all superweapons currently known to man also devastate the environment. There's the option of going for some sci-fi wo...
by Rahjital
Sat Jun 14, 2014 3:25 pm
Forum: Implemented mod requests
Topic: Custom minimap colours
Replies: 6
Views: 7964

Custom minimap colours

As of now, it's impossible to give entities their own colour on minimap, everything is the same blue colour - except for belts and rails, both of which have their own. Minimap colour can already be specified for tiles, so it would be great to be able to do the same with entities. Another thing that ...
by Rahjital
Sat Jun 14, 2014 3:09 pm
Forum: Ideas and Suggestions
Topic: Endgame Content Concept Discussion
Replies: 21
Views: 19689

Re: Endgame Content Concept Discussion

I don't think I can agree with this idea. The story of the game is that you land on an alien planet to industrialize it, why would you need particle colliders, artificial stars or even gravity chambers for that? It would make more sense to build the needed architecture for landing of and colonisatio...
by Rahjital
Sat Jun 14, 2014 8:23 am
Forum: Show your Creations
Topic: The End
Replies: 8
Views: 8053

Re: The End

I'm more interested in how did he destroy the express belt, because it can't be attributed to drunk driving or shotgun shooting (not that a shotgun is any threat in 10.0). Perhaps it was liberal application of flamethrower fuel?
by Rahjital
Fri Jun 13, 2014 8:41 pm
Forum: Modding help
Topic: noob need help
Replies: 10
Views: 3140

Re: noob need help

Blender is what the devs themselves use to make graphics for the game, so it's your best bet. You can also recolour sprites from the base game if you aren't really an artist or are short on time - it's what a lot of the popular mods do.
by Rahjital
Fri Jun 13, 2014 8:36 pm
Forum: News
Topic: Friday Facts #38
Replies: 36
Views: 27979

Re: Friday Facts #38

Aw, no new release this week? I was waiting for it to release my own mod... aw well. Hopefully some of the modding interface improvements will make it to 10.1 once it is released then. :)
by Rahjital
Fri Jun 13, 2014 1:43 pm
Forum: Not a bug
Topic: [0.10.0] Minimap: Some lines are not visible when zoomed out
Replies: 5
Views: 2865

Re: [0.10.0] MiniMap bug

I think this happens because minimap is scaled down version of the map. Walls and belts are only 1 pixel thick lines on the map, so when you zoom out, not all pixels are shown making some of the belts disappear.
by Rahjital
Fri Jun 13, 2014 2:33 am
Forum: Ideas and Suggestions
Topic: Increasing - Decreasing Indicator also for Power
Replies: 5
Views: 2385

Re: Increasing - Decreasing Indicator also for Power

I think this is the reason why we have the production charts you can view by pressing P and the energy chart you can see by clicking a power pole. It would be nice if something like this was added, but the devs will probably be busy with more important things for quite a time.
by Rahjital
Thu Jun 12, 2014 6:44 pm
Forum: Implemented mod requests
Topic: Construction bots and build events
Replies: 13
Views: 12772

Re: Construction bots and build events

Indeed, this pretty much breaks any mod that relies on these events since robots are one of the more major Factorio features. Perhaps it should trigger for both players and bots and one of the arguments of the event should be the entity that triggered the event? It will be needed once multiplayer co...
by Rahjital
Thu Jun 12, 2014 6:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Burner as energy source doesn't work properly
Replies: 11
Views: 4119

Re: [0.10.0] Burner as energy source doesn't work properly

That's great! Could we also get it the other way around, ie allowing boilers to work on electricity?
by Rahjital
Thu Jun 12, 2014 6:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Consumptionmodifier Lua property does nothing
Replies: 2
Views: 749

Re: [0.10.0] Consumptionmodifier Lua property does nothing

Ah, so if I increase consumptionmodifier to 2, I will have to set accelerationperenergymodifier to 0.5 to get the same acceleration? Thank you, this will save me a headache later on.
by Rahjital
Thu Jun 12, 2014 6:14 pm
Forum: Mods
Topic: [dead] Wagons: More train stuff
Replies: 140
Views: 92733

Re: [beta] Wagons: Electric Trains and Logicistics Carriages

I still tend to use inserters for unloading trains in stations, since I usually unload trains straight into furnaces and assembly lines and inserters are both cheaper and more reliable for that. Or maybe it's just because I like my train stations big. :D What I really love about this mod is all the ...
by Rahjital
Thu Jun 12, 2014 5:34 pm
Forum: Balancing
Topic: Radar scanning (and re-scanning) speed
Replies: 35
Views: 27582

Re: Radar scanning (and re-scanning) speed

Radars do indeed rescan the oldest non-rescanned sectors. Quoting Kovarex here: Just to clear it, when the radar finishes the sector process, it finds the chunk in the area that wasn't scanned for the longest time and rescan it . In the start these are the chunks that are not charted at all and they...

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