Search found 280 matches

by dog80
Wed Jun 27, 2018 1:52 pm
Forum: Not a bug
Topic: Walk through cliffs
Replies: 3
Views: 889

Walk through cliffs

Not really necessary for vanilla but when setting movementspeed modifier to sth like 16 you are able to glitch through vertical cliffs

-(joke) maybe this is even intended because at these speeds you are no longer running you already fly
by dog80
Mon Jun 25, 2018 6:16 pm
Forum: Ideas and Suggestions
Topic: Battle Royal for factorio
Replies: 17
Views: 5012

Re: Battle Royal for factorio

There's a dropcrate mod, you might want to look it up... thx, so its done there manually as i thought, using daves algo to use the raw ingredients somehow creates a too steady curve - many items have nearly 0 worth or very less while others have masssiive amounts of ressources, so you get them near...
by dog80
Sat Jun 23, 2018 12:44 am
Forum: Ideas and Suggestions
Topic: Battle Royal for factorio
Replies: 17
Views: 5012

Re: Battle Royal for factorio

does anyone know a way to find the recipes that a specific technology unlocks?
by dog80
Thu Jun 21, 2018 8:55 pm
Forum: Ideas and Suggestions
Topic: Battle Royal for factorio
Replies: 17
Views: 5012

Re: Battle Royal for factorio

-
by dog80
Thu Jun 21, 2018 6:56 pm
Forum: Ideas and Suggestions
Topic: Battle Royal for factorio
Replies: 17
Views: 5012

Re: Battle Royal for factorio

Offhand, I'd say you're going to have to either manually set all item values or create an algorithm to do it for you. DaveMcW wrote a script that gets the total raw materials for any item , which might be a good starting point. ok thx! i just encountered the LuaRecipePrototype as well :D lets see h...
by dog80
Thu Jun 21, 2018 6:12 pm
Forum: Ideas and Suggestions
Topic: Battle Royal for factorio
Replies: 17
Views: 5012

Re: Battle Royal for factorio

So while creating the forces and etc is not such a hard thing to do - the main problem i am encountering right now is how to fill up the chests - since there is ? no real measurement of an items "worth" available or am i wrong there... i thought about the production challenge pvp scenario,...
by dog80
Wed Jun 20, 2018 6:59 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 32231

Re: Aren't construction bots available too late?

Here is my XS refinery, thats a neat setup though you require advanced oil prod already nvm - what i was initially talking about is that you have to setup production for ALL OIL products in order to get to construction bots ( ACID+reqs.WATER, lay COAL to ref for PLASTICS + Iron/Copper lane etc stee...
by dog80
Wed Jun 20, 2018 6:55 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 32231

Re: Aren't construction bots available too late?

one solution - what might be strange - is to replace red-chips requirement of ropoport to green chips . this way you could skip plastic/redchips production and already head to construction bots Won't work, robot common body requires acid and lubricant. ugh i didnt say a thing that this requirement ...
by dog80
Wed Jun 20, 2018 10:28 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 32231

Re: Aren't construction bots available too late?

one solution - what might be strange - is to replace red-chips requirement of ropoport to green chips . this way you could skip plastic/redchips production and already head to construction bots
by dog80
Wed Jun 20, 2018 10:26 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 32231

Re: Aren't construction bots available too late?

Construction bots are a QoL thing for everybody but the very new player. They allow to do obvious things like copy/paste or efficient planning. If they didn't exist we would all be yelling for something equivalent. But they happen extremely late. Even if they pretend to be pre-oil, it's a lie. The ...
by dog80
Tue Jun 19, 2018 5:14 pm
Forum: Ideas and Suggestions
Topic: Battle Royal for factorio
Replies: 17
Views: 5012

Battle Royal for factorio

so the idea is quite simple: make a fixed size map
put chests with random stuff everywhere
wait until x players are rdy
start lol
by dog80
Mon Jun 18, 2018 3:42 am
Forum: Resolved Problems and Bugs
Topic: very loud closing sound when technology is finished
Replies: 1
Views: 2568

very loud closing sound when technology is finished

when you currently have a turret opened to refill ammo etc and in that moment a technology finishes and pops out the new .... well
by dog80
Sun Jun 17, 2018 4:13 am
Forum: Outdated/Not implemented
Topic: please bring back Duracell baterry
Replies: 8
Views: 3163

Re: please bring back Duracell baterry

new battery looks badass nuff said
by dog80
Fri Jun 15, 2018 1:20 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 97379

Re: Version 0.16.51

steinio wrote:Hey folks, this Update is an important preparation for the Release of 0.17 today.
shit wadup
by dog80
Wed Jun 13, 2018 9:24 pm
Forum: Ideas and Suggestions
Topic: Walking past 2 underground pipe segments
Replies: 6
Views: 1631

Re: Walking past 2 underground pipe segments

eradicator wrote:
dog80 wrote:
eradicator wrote:Has been reported many times:
viewtopic.php?p=351891
not enough times then
Did you even read that post? It says they're fixing it for 0.17.
oh ok no didnt read that :/ sorry
by dog80
Wed Jun 13, 2018 2:06 pm
Forum: Ideas and Suggestions
Topic: Walking past 2 underground pipe segments
Replies: 6
Views: 1631

Re: Walking past 2 underground pipe segments

eradicator wrote:Has been reported many times:
viewtopic.php?p=351891
not enough times then
by dog80
Wed Jun 13, 2018 9:58 am
Forum: Ideas and Suggestions
Topic: Walking past 2 underground pipe segments
Replies: 6
Views: 1631

Re: Walking past 2 underground pipe segments

Koub wrote:These are not belts, these are pipes
oh right i was tired sorry
by dog80
Wed Jun 13, 2018 12:09 am
Forum: Ideas and Suggestions
Topic: Walking past 2 underground pipe segments
Replies: 6
Views: 1631

Walking past 2 underground pipe segments

This breaks the walking through ability of some refinery setups completely and is very annoying because "visually" there is a small path available...
by dog80
Tue Jun 12, 2018 11:53 pm
Forum: Ideas and Suggestions
Topic: Oil Patches Count
Replies: 3
Views: 1334

Oil Patches Count

So when you have initially set up the oil patch and you want to go there again to place modules ... or even when you want to go there to setup pumpjacks it would be somehow helpfull to easily see how many oil patches there are. So you dont have to count them manually... nvm dx -but fix walking throu...
by dog80
Mon Jun 11, 2018 3:39 pm
Forum: Releases
Topic: Version 0.16.50
Replies: 22
Views: 25239

Re: Version 0.16.50

thecatlover1996 wrote:Let's celebrate for version 0.(2^(2^2)).((10^2)/2) :D
normy

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