Search found 1498 matches

by Deadly-Bagel
Tue Feb 27, 2018 12:17 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 57735

Re: So... Let's talk about bots, and how to fix them properly...

If you boil the problem down, you get a different conclusion. Belts and trains are more fun than bots, why? There are more puzzles to solve, and more tools to solve them with. Logistics bots are boring because we only have two tools to influence them; Roboports and Chests. Not much to do about Chest...
by Deadly-Bagel
Tue Feb 27, 2018 9:49 am
Forum: Gameplay Help
Topic: Conditional Lab Activation
Replies: 23
Views: 9036

Re: Conditional Lab Activation

Note: The chaining of labs is there to get and keep them out of sync. Otherwise you might get 1000 pulses close together with a 100s gap and science would should down while needed till the always on lab reactivates it again. Set Inserter Stack Size to 1, timeout can then be set to say 65s without c...
by Deadly-Bagel
Tue Feb 27, 2018 9:39 am
Forum: Modding help
Topic: Need help with damage over time script (i.e. poison)
Replies: 6
Views: 1769

Re: Need help with damage over time script (i.e. poison)

Hmm. I don't see any way to affect structures, the fire-flame-on-tree entity appears to be a hardcoded category. Not sure if it would work with a bullet weapon but I would try adding a Flag to all Spawners: for i, spawner in pairs(data.raw["unit-spawner"]) do table.insert(spawner.flags, &q...
by Deadly-Bagel
Mon Feb 26, 2018 4:54 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 519551

Re: Simple Questions and Short Answers

It depends on what was changed in the map generation code. Looks like the generation of trees remains consistent, but biomes and water were changed. You're still using the same map seed so whatever hasn't changed will continue generating as it was before.
by Deadly-Bagel
Mon Feb 26, 2018 4:27 pm
Forum: Off topic
Topic: Your Logistic Robots Are Broken! [Forum Game]
Replies: 344
Views: 116461

Re: Your Logistic Robots Are Broken! [Forum Game]

The request gets muddled, and 50 Construction Bots start building Logistics Bots for you. Unfortunately, they run out of power halfway through as your nuclear power plant doesn't have any water so you're left with a pile of robot parts.

I request a broom.
by Deadly-Bagel
Mon Feb 26, 2018 2:38 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 519551

Re: Simple Questions and Short Answers

I know it is still a 0.xx version but expected some backward compatibilty. Map generation happens on the fly, that way the save file is only as big as it needs to be. To make it backwards compatible would mean including the map generation algorithms for the previous version or two, and saving a ver...
by Deadly-Bagel
Mon Feb 26, 2018 1:17 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 519551

Re: Simple Questions and Short Answers

This occurs even if you don't use commands, it's all part of the fun when updating a save to another major version.
hreintke wrote:How would you move from 15 -> 16 without loosing the settings ?
Is that anything like loosing a strap? Or is it more like a volley of arrows? =P
by Deadly-Bagel
Mon Feb 26, 2018 1:11 pm
Forum: Duplicates
Topic: [0.16.25] Infinite Rail Range
Replies: 2
Views: 730

Re: [0.16.25] Infinite Rail Range

Argh I did a ton of searching and couldn't find it xD didn't search back far enough, my bad.
by Deadly-Bagel
Mon Feb 26, 2018 12:34 pm
Forum: Duplicates
Topic: [0.16.25] Infinite Rail Range
Replies: 2
Views: 730

[0.16.25] Infinite Rail Range

Hesitant to call this a "bug" but I can't really see it being intended behaviour either - just as long as you are aware of it. If you start laying rails with a standard left click on the arrow over an existing rail, the limit on distance is as far as you can see. This was pretty neat back ...
by Deadly-Bagel
Mon Feb 26, 2018 11:30 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1009639

Re: Factorio Roadmap for 0.16+

Bonus: When a bot is destoyed, any ammo it is carrying is activated. For example, if it is carrying an Armour Piercing Magazine, it fires 10 shots per magazine randomly at nearby entities. Best not to carry nukes in logistic system. Though when they get blown away, if they're carrying a nuke and flo...
by Deadly-Bagel
Mon Feb 26, 2018 11:17 am
Forum: Modding help
Topic: Need help with damage over time script (i.e. poison)
Replies: 6
Views: 1769

Re: Need help with damage over time script (i.e. poison)

Looks like you need to create a "sticker", check out "fire-sticker" in the fire.lua file, should be straightforward from there. Unfortunately I can't find any info on it in the Factorio LUA documentation.
by Deadly-Bagel
Mon Feb 26, 2018 10:59 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1009639

Re: Factorio Roadmap for 0.16+

Upon destroying a biter nest when evolution is maxed out... Evolution approaches 1, or 100%, but never actually reaches it. - Project Interstellar: Instead of just sending a satellite up, start sending starship components into orbit. Keep the current requirements to actually send rockets up, but al...
by Deadly-Bagel
Mon Feb 26, 2018 9:30 am
Forum: Balancing
Topic: [Suggestion] More Resources Per Tile
Replies: 3
Views: 1711

Re: [Suggestion] More Resources Per Tile

Default settings (medium density medium size) I found an Iron Ore deposit containing over 10 million ore, though it was a fair distance from my base. Unfortunately nowhere near as much in the ways of Copper Ore, but there's still deposits of a couple million scattered around.
by Deadly-Bagel
Sun Feb 25, 2018 6:35 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 519551

Re: Simple Questions and Short Answers

Open it from the map and hover over it. If the combined number of wells multiplied by 20 equalls the number the map gives, they're at minimum value. Eg I have a group of 5 oil wells, the map tells me they are a combined yield of 101%, that means on average the yield of each well is at 20.2% and it w...
by Deadly-Bagel
Sun Feb 25, 2018 2:03 pm
Forum: General discussion
Topic: Thank you for belt compression
Replies: 8
Views: 3783

Re: Thank you for belt compression

New players don't read the patch notes, they wouldn't mean anything to them, especially after full release. And once you work out the golden rules of ratios and expandability, there isn't much else to really trip you up. Yeah you'll come across stuff you missed and unexpected problems but there shou...
by Deadly-Bagel
Fri Feb 23, 2018 5:44 pm
Forum: Ideas and Suggestions
Topic: Solution To Biters Destroying Power Poles
Replies: 39
Views: 13104

Re: Solution To Biters Destroying Power Poles

Behemoth Biters actually wouldn't be that difficult either, for example you could set their hp to 600 (currently 3,000 I believe) and all resistances except Impact to 80%. They have 20% of their old HP but only take 20% of any damage your weapons do, but trains will just kill them. The tank might be...
by Deadly-Bagel
Fri Feb 23, 2018 5:37 pm
Forum: General discussion
Topic: Thank you for belt compression
Replies: 8
Views: 3783

Re: Thank you for belt compression

I might be in the minority here, but I think particularly the inserter compression looks odd, and is the only effect I have seen in game where the items on the belt will get noticeably pushed against the direction of the belt to make room for the new item. With the splitter creating complete compre...
by Deadly-Bagel
Fri Feb 23, 2018 4:59 pm
Forum: General discussion
Topic: Using Artillery for exploration
Replies: 12
Views: 7273

Re: Using Artillery for exploration

rather that, how about arty shells or even rocket payloads for scanning terrain. You know, just before reading this I was considering a "radar shell" that spawns a mini-radar on impact to scan the area. It would have probably the "always visible" range of the regular Radar, and ...
by Deadly-Bagel
Fri Feb 23, 2018 4:50 pm
Forum: General discussion
Topic: Flamethrower ammo for turrets
Replies: 15
Views: 8407

Re: Flamethrower ammo for turrets

To what point? There's only one of you. It would be more likely to kill a dozen of its comrades than even hit you.
by Deadly-Bagel
Fri Feb 23, 2018 4:41 pm
Forum: Ideas and Suggestions
Topic: Solution To Biters Destroying Power Poles
Replies: 39
Views: 13104

Re: Solution To Biters Destroying Power Poles

The way I see biters work is: - If blocked by object, attack what is in the way -unless- object is a tree. (I've never seen biters chew through trees, but they will readily attack the generic rocks) I have seen them attack trees, however it's not as common. I think this is because the number of tre...

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