Search found 705 matches

by SHiRKiT
Wed Jul 30, 2014 11:41 am
Forum: Implemented Suggestions
Topic: [0.9] How to abort deconstruction tasks
Replies: 12
Views: 4168

Re: [0.9] How to abort deconstruction tasks

ssilk wrote:If deconstruction is used on deconstructed plan with right click or shift, the plan gets deconstructed.
Woah I never new this
by SHiRKiT
Wed Jul 30, 2014 11:41 am
Forum: Ideas and Suggestions
Topic: Disconnect roboports from logistic network
Replies: 20
Views: 13188

Re: Disconnect roboports from logistic network

... I'm sure we all admit this can be resolved by segmenting and hybridising the network (clusters of roboports linked by belts or rail), but you guys would rather have a more advanced drone network. ... It's just a suggestion, it's not a must. Right now we deal with this by building hybrid network...
by SHiRKiT
Wed Jul 30, 2014 11:30 am
Forum: Ideas and Requests For Mods
Topic: superradar/scanner
Replies: 6
Views: 5336

Re: superradar/scanner

Why would you need to set off a radar when you have rocket defense?
by SHiRKiT
Wed Jul 30, 2014 2:01 am
Forum: Implemented Suggestions
Topic: [0.9] How to abort deconstruction tasks
Replies: 12
Views: 4168

Re: [0.9] How to abort deconstruction tasks

We totally need this!
by SHiRKiT
Wed Jul 30, 2014 12:29 am
Forum: Resolved Problems and Bugs
Topic: [0.10.x][kovarex] Fullscreen - wrong screen!
Replies: 11
Views: 7432

Re: Fullscreen - wrong screen!

Yep that's a common mistake in allmost all games I have: when using full screen, nobody checks if it has a dual monitor setup. In theory, this should be handled by the O.S. but Windows bah
by SHiRKiT
Wed Jul 30, 2014 12:26 am
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 223275

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Hahahaha indeed the series is SO MESSY. If I were you, I'd losen up the rigorosity on the rules. Allow people to break/modify stuff, just don't allow full reworking. You can think of: - Obsolete stuff - Changing belts to improve performance - Rework small parts of the builds Things that are not allo...
by SHiRKiT
Wed Jul 30, 2014 12:22 am
Forum: General discussion
Topic: Alternate game win conditions?
Replies: 10
Views: 4325

Re: Alternate game win conditions?

20 billion iron seems reasonable.
by SHiRKiT
Wed Jul 30, 2014 12:20 am
Forum: Show your Creations
Topic: Endgame designs
Replies: 19
Views: 64493

Re: Endgame designs

How can you not use Robots? How can you organize everything with belts? You sir are a true warrior.
by SHiRKiT
Wed Jul 30, 2014 12:18 am
Forum: General discussion
Topic: Great game
Replies: 7
Views: 2822

Re: Great game

Yea, it takes a little time for the biters to realize your there. Usually once you get science(red & green packs) automated you'll be producing enough pollution to get their attention. Trust me, once you get their attention you will wish you didn't, they can be brutal lol. I think they are so e...
by SHiRKiT
Tue Jul 29, 2014 5:02 pm
Forum: Modding help
Topic: Changing fluid_boxes / Get output liquid
Replies: 10
Views: 3537

Re: Changing fluid_boxes / Get output liquid

Just an idea: Have you tried a asembly machine type building? The machine has one input and two outputs. You can create recipes that will "transfer" e.g. 0.5 unit of liquid to each output from 1 unit of liquid in the input. Drawback is that you have to create a recipe for each liquid (cou...
by SHiRKiT
Mon Jul 28, 2014 9:23 pm
Forum: Modding help
Topic: Changing fluid_boxes / Get output liquid
Replies: 10
Views: 3537

Re: Changing fluid_boxes / Get output liquid

Quote from another thread: game.player.print(game.player.help()) The help() method should work for any rich lua object. help() will list any available methods/keys that are available for the object it was called from (the player in the example above). At the moment you can't interact with fluids, t...
by SHiRKiT
Mon Jul 28, 2014 9:21 pm
Forum: Ideas and Suggestions
Topic: Disconnect roboports from logistic network
Replies: 20
Views: 13188

Re: Disconnect roboports from logistic network

There could be an option on the roboport screen to create/select logistic networks. The difference would be that the robots inside such network don't search for items on the other network. That is exactly what is meant by "color" above. However, the only situation where I thought this wou...
by SHiRKiT
Mon Jul 28, 2014 9:05 pm
Forum: Resolved Problems and Bugs
Topic: [10.0.4] Crash on leaving logistic area
Replies: 37
Views: 13667

Re: [10.0.4] Crash on leaving logistic area

A release a week is a pretty good schedule for a game in alpha stage. I really wanted to test the radars hotfix ='\
by SHiRKiT
Sun Jul 27, 2014 10:26 pm
Forum: Modding help
Topic: Changing fluid_boxes / Get output liquid
Replies: 10
Views: 3537

Re: Changing fluid_boxes / Get output liquid

I still wanted to change the fluids inside my inventory. I just can't figure it out how. I'm pretty sure there's a method somewhere out there that's just hidden, but I can't get a list of all methods since the datastructure is an userdata. Maybe someone has some idea on how to find available methods...
by SHiRKiT
Sun Jul 27, 2014 10:16 pm
Forum: Ideas and Suggestions
Topic: Disconnect roboports from logistic network
Replies: 20
Views: 13188

Re: Disconnect roboports from logistic network

I really, really wanted something that I could build a really big base, and that's logistic network 1, and it's huge. The bots that would be part of it would just carry stuff from one sub-network to the other, and those sub-networks would then handle moving their inputs to their target destinations,...
by SHiRKiT
Sun Jul 27, 2014 2:22 am
Forum: Ideas and Suggestions
Topic: Disconnect roboports from logistic network
Replies: 20
Views: 13188

Disconnect roboports from logistic network

I'd like to request for me to be able to request a roboport (even better if modded ports also) to be disconnected from the logistic network, even if their area of effect overlaps. Also, need to assure that robots from one logistic network won't eventually migrate to the other logistic network. Also,...
by SHiRKiT
Sat Jul 26, 2014 4:16 am
Forum: Ideas and Suggestions
Topic: high priority logistic provider chest
Replies: 8
Views: 3799

Re: high priority logistic provider chest

Neotix wrote:It should take from chest with higher priority. It's player job to set things right.
Well then priority systems loses reason to me in that point. I'd prefer to transfer over train or belts if things are really far away, but hey, that's me.
by SHiRKiT
Sat Jul 26, 2014 4:13 am
Forum: News
Topic: Friday Facts #44 - Decision making
Replies: 62
Views: 47618

Re: Friday Facts #44 - Decision making

I loved this one:

Image
by SHiRKiT
Sat Jul 26, 2014 4:10 am
Forum: Translations
Topic: Translations paused until new system is found
Replies: 20
Views: 12295

Re: Translations paused until new system is found

I don't think there is anything like that, hope I'm wrong. If you are interested, I may build up a simple web system (though it may take week or two to make it work) with group permission system, content management etc. Just PM me if you want to. It'd also be later expanded to support mod translati...
by SHiRKiT
Fri Jul 25, 2014 10:28 pm
Forum: Ideas and Requests For Mods
Topic: Few Requests/Ideas
Replies: 9
Views: 8808

Re: Few Requests/Ideas

Neotix wrote:snip
That's filling into barrels, but it gets the job done.

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