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
Search found 280 matches
- Wed Jun 27, 2018 1:52 pm
- Forum: Not a bug
- Topic: Walk through cliffs
- Replies: 3
- Views: 889
- 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...
- 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?
- Thu Jun 21, 2018 8:55 pm
- Forum: Ideas and Suggestions
- Topic: Battle Royal for factorio
- Replies: 17
- Views: 5012
- 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...
- 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,...
- 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...
- 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 ...
- 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
- 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 ...
- 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
put chests with random stuff everywhere
wait until x players are rdy
start lol
- 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
- 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
- Fri Jun 15, 2018 1:20 pm
- Forum: Releases
- Topic: Version 0.16.51
- Replies: 121
- Views: 97379
Re: Version 0.16.51
shit wadupsteinio wrote:Hey folks, this Update is an important preparation for the Release of 0.17 today.
- 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
oh ok no didnt read that :/ sorryeradicator wrote:Did you even read that post? It says they're fixing it for 0.17.dog80 wrote:not enough times theneradicator wrote:Has been reported many times:
viewtopic.php?p=351891
- 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
not enough times theneradicator wrote:Has been reported many times:
viewtopic.php?p=351891
- 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
oh right i was tired sorryKoub wrote:These are not belts, these are pipes
- 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...
- 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...
- Mon Jun 11, 2018 3:39 pm
- Forum: Releases
- Topic: Version 0.16.50
- Replies: 22
- Views: 25239
Re: Version 0.16.50
normythecatlover1996 wrote:Let's celebrate for version 0.(2^(2^2)).((10^2)/2)