Search found 1498 matches
- 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...
- 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...
- 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...
- 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.
- 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.
I request a broom.
- 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...
- 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.
Is that anything like loosing a strap? Or is it more like a volley of arrows? =Phreintke wrote:How would you move from 15 -> 16 without loosing the settings ?
- 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.
- 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 ...
- 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...
- 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.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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.
- 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...