Search found 20 matches
- Thu Feb 28, 2019 5:04 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 39170
Re: [0.17.1] intro too hard
I managed to win second time around by turning off all science (and circuit) production until I had got 4 assemblers producing bullets and belting them to the fronts. I also went big on automating walls. When I then turned science back on, I had no problem with attacks until the end, when my I start...
- Wed Feb 27, 2019 7:07 pm
- Forum: Won't fix.
- Topic: [0.17.0] Error when updating to 0.17.1
- Replies: 13
- Views: 6183
Re: [0.17.0] Error when updating to 0.17.1
I was not able to update from 16.51 standalone on Windows 10 and still cannot (no updates available). Have checked experimental updates, login and firewall. Log just shows no updates available at startup, and when checking manually from About menu.
- Wed Jan 16, 2019 3:04 pm
- Forum: Questions, reviews and ratings
- Topic: Minimal inventory challenge mod
- Replies: 0
- Views: 910
Minimal inventory challenge mod
Would anyone be interested in a challenge mod that gives you almost no inventory? As well as no handcrafting, almost all building would have to be done by robots. Planned changes to make this not-quite-so-hideous would be: Inventory would not actually be reduced, but other than a single stack of wha...
- Sun May 14, 2017 8:01 am
- Forum: Mods
- Topic: [MOD 0.16.x] Assembly Bots
- Replies: 9
- Views: 7563
Re: [MOD 0.15.x] Assembly Bots
Here's an example of how you can use bot management. Belt and inserters for green science made in chests. It requires a fair amount of circuit filtering to manage the level of items in chests. This version has plenty of problems as the chests still tend to overflow with bots if the outputs back up. ...
- Fri May 12, 2017 8:20 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Assembly Bots
- Replies: 9
- Views: 7563
Re: [MOD 0.15.x] Assembly Bots
Thanks for the feedback :) I really appreciate your taking the time to play this. Once the mod portal wakes up I'll have a look at your save, and get to the bottom of that bug. The chest recipes are balanced around having at least 20 stacks of bots. It uses 1/10th of an assembler each time the chest...
- Fri May 12, 2017 8:33 am
- Forum: Mods
- Topic: [MOD 0.16.x] Assembly Bots
- Replies: 9
- Views: 7563
Re: [MOD 0.15.x] Assembly Bots
How far along in terms of science are you? Look at the new bot related techs. There is Assemblybot production mode which consumes a bot and gives you a production boost. Make sure you have access to the next level of science as you will need it to switch back. Or you could go for the other modes whi...
- Thu Apr 27, 2017 4:56 pm
- Forum: Modding help
- Topic: normal / expensive prototypes
- Replies: 5
- Views: 2067
normal / expensive prototypes
I've been wrestling with the new prototypes while updating my Assemblybots mod. I thought I'd share some things I've found and seek clarification on some other things. First up, some (but not all) recipes now have their ingredients and results under recipe.normal and recipe.expensive. Some recipes n...
- Mon Apr 24, 2017 12:27 pm
- Forum: Modding interface requests
- Topic: Entity On_crafting_complete event
- Replies: 5
- Views: 2427
Re: Entity On_crafting_complete event
As for a workaround, have a look at the Blueprint Printer portion of Recursive Blueprints . I did it the hard way and just ran all of crafting for that machine in script, but you can also let it run normally and just check it's progress every tick. Thanks. I wasn't aware of entity.crafting_progress...
- Tue Apr 18, 2017 7:25 am
- Forum: Modding interface requests
- Topic: Entity On_crafting_complete event
- Replies: 5
- Views: 2427
Re: Entity On_crafting_complete event
Would it be possible to have the event fire only for particular entities? Maybe a flag that defaults false? I understand that we don't want some part of the api to lag the vanilla game, but mods always have to trade potential performance for complexity. I would have thought doing this in a specific ...
- Mon Apr 17, 2017 8:35 pm
- Forum: Modding interface requests
- Topic: Entity On_crafting_complete event
- Replies: 5
- Views: 2427
Entity On_crafting_complete event
Can we please have an event which is raised when an entity of type assembling-machine completes a craft? If anyone can point me to a mod that has a good workaround for this, that would be great. What I want to do is replace the entity, or change its recipe when crafting finishes. An example would be...
- Mon Apr 17, 2017 7:57 pm
- Forum: Balancing
- Topic: Factorio Needs More Recipe Types
- Replies: 17
- Views: 8394
Re: Factorio Needs More Recipe Types
Shameless plug for my new mod Assemblybots https://mods.factorio.com/mods/antichaos/assemblybots This adds an extra input and 2 extra outputs to every non-smelting recipe. It feels like a very different challenge and requires a whole new set of layouts. Plus, the self replicating bots have to be man...
- Fri Apr 14, 2017 10:48 am
- Forum: Mods
- Topic: [MOD 0.16.x] Assembly Bots
- Replies: 9
- Views: 7563
Re: [MOD 0.14.x] Assembly Bots
Here's a screenshot of my test Red and Green science setup - main bus style. It's spaghetti-mania and far from optimal. Filter inserters everywhere, and no buffer chests because, well - you should try it for yourself.
- Sat Apr 08, 2017 1:31 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Assembly Bots
- Replies: 9
- Views: 7563
[MOD 0.16.x] Assembly Bots
This mod is for those looking for a new layout challenge, without having to learn loads of new recipes. It also does some things with technology that I hope are rather innovative. Plus, surprises! - Every (non-smelting) recipe require an assembly bot. This depletes the bot, which then has to be rech...
- Mon Aug 24, 2015 11:21 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Awkward Building Constraints
- Replies: 3
- Views: 9501
Awkward Building Constraints
What's worse than being stranded on a planet infested with ravenous beasts, with only a few bits of iron and the ability to craft universal assembly machines with your bare hands? Being forced to build those machines in accordance with strict and awkward layout rules! Actually it's a lot more fun th...
- Tue Aug 11, 2015 10:06 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Pocket Bots Start v1.0.4
- Replies: 27
- Views: 56022
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Is there a way I can activate this on an existing game I'm already an hour into?
- Sat Aug 08, 2015 11:16 pm
- Forum: Modding discussion
- Topic: Preventing item being put in a chest
- Replies: 3
- Views: 8583
Re: Preventing item being put in a chest
Actually what I was going for was having machines create scrap as a byproduct, but the only way to get rid of scrap is by feeding it into some kind of reprocessing machine which produces an huge amount of pollution. This forces you to build differently, but gives you the chance to choose where the m...
- Sat Aug 08, 2015 7:56 pm
- Forum: Modding discussion
- Topic: Preventing item being put in a chest
- Replies: 3
- Views: 8583
Preventing item being put in a chest
I'm pondering a mod with some extra limitations to provide some different building challenges. One of the main things I would want to do is have some items which cannot be put in any kind of chest,though can be put into machines. Filter inserters are obviously capable of not loading a chest based on...
- Wed Jul 22, 2015 11:56 am
- Forum: Ideas and Requests For Mods
- Topic: Alien Assemblers
- Replies: 0
- Views: 2643
Alien Assemblers
Here's an idea to play with, assuming it's possible. Alien assemblers spawn only within alien bases and cannot be built by the player (themselves or in any machine). These are the only places where you can assemble items that currently require alien artifacts. There are several potentially interesti...
- Tue Jul 29, 2014 8:31 pm
- Forum: Ideas and Suggestions
- Topic: Complex assembly on conveyors
- Replies: 3
- Views: 3001
Re: Complex assembly on conveyors
Yeah, I read the first few posts in that thread when I was checking to see if my idea existed, but didn't see your idea on the second page. I think what I'm suggesting here is a bit simpler and more generic and flexible. The assembly platform doesn't need to be told what it is going to build like as...
- Tue Jul 29, 2014 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Complex assembly on conveyors
- Replies: 3
- Views: 3001
Complex assembly on conveyors
This is an idea for a new way of producing late game items in a way that is challenging in a more interesting way, ie needing to create a precise and efficient assembly line, rather than just requiring vast amounts of materials. You have a new object called the assembly platform. When placed on a be...