Time for an RPG-style mod to introduce various train buffs based on kill countsAdded LuaTrain::kill_count read.
Search found 9 matches
- Mon Apr 23, 2018 6:03 pm
- Forum: Releases
- Topic: Version 0.16.37
- Replies: 10
- Views: 14250
Re: Version 0.16.37
- Mon Jan 11, 2016 4:30 am
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 123799
Re: Friday Facts #120 - Spidertron
Yes but our opinions also are important, we are beta tester, it's necessary that everything was done from the beginning to the end, sometimes a small idea can be big challenge if we want to working properly. And at this moment arises a question is it priority, and other things are not important? Th...
- Fri Jan 16, 2015 1:50 pm
- Forum: Releases
- Topic: Version 0.11.12
- Replies: 58
- Views: 60292
Re: Version 0.11.12
Great to see some more multiplayer optimisations in this update. Can't wait for the 0.12.x release Keep up the awesome work guys!
- Sat Dec 13, 2014 7:27 am
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 74199
Re: Friday Facts #63 The plans
Well we have natives, train cars, walls, and furnaces. I am sure the right Austrian could use these devices to prepare the world for human colonization. That's dark, man... Not only is that rather racist and insensitive, I don't even understand how you managed to associate Factorio with Nazi German...
- Fri Dec 05, 2014 7:59 pm
- Forum: Ideas and Suggestions
- Topic: trash bins
- Replies: 11
- Views: 6678
Re: trash bins
This would make a great mod, I may consider trying to make it if noone else does so before me. I was thinking that items can be fed through a recycler and produce scrap, which when put into another machine, has a perhaps 20% chance of producing a random ore. The machine shouldn't be very efficient b...
- Fri Dec 05, 2014 10:26 am
- Forum: Not a bug
- Topic: [0.11.4] Biters vanish upon unreachable path
- Replies: 6
- Views: 3040
Re: [0.11.4] Biters vanish upon unreachable path
This "feature" was added as a safety net to prevent stuck biters (that can happen for example in very dense enemy bases) from slowing down the path finder. If a bug finds out he repeatedly fails to do what he wants to do, he commits a suicide :-) I would assume that the biters should atte...
- Fri Dec 05, 2014 3:59 am
- Forum: Not a bug
- Topic: [0.11.4] Biters vanish upon unreachable path
- Replies: 6
- Views: 3040
[0.11.4] Biters vanish upon unreachable path
Map string: >>>AAALAAQABwAEAwYAAAAEAAAAY29hbAIEAgoAAABjb3BwZXItb3Jl AgQCCQAAAGNydWRlLW9pbAIDAgoAAABlbmVteS1iYXNlBAMCCAAAAGl yb24tb3JlAgQCBQAAAHN0b25lAgQCeEVT2v0UAACtEgAAAAAAAAAAAA AAACj0lIc=<<< I am using the Win64 version. I set starting area to none and spawned on a 1 tile island within aggro rang...
- Sun Nov 30, 2014 12:02 pm
- Forum: Ideas and Suggestions
- Topic: [Engine] A possible optimisation for desync recovery
- Replies: 5
- Views: 2697
Re: [Engine] A possible optimisation for desync recovery
Well I did, I looked through several suggestion pages and didn't notice anything that seemed similar, so I thought it was a new idea.MF- wrote:Search first!
That's my mistake, I'll check more thoroughly next time.
- Sun Nov 30, 2014 6:45 am
- Forum: Ideas and Suggestions
- Topic: [Engine] A possible optimisation for desync recovery
- Replies: 5
- Views: 2697
[Engine] A possible optimisation for desync recovery
After playing 100+ hours with friends in multiplayer over the internet, I've experienced far too many desyncs, all of which take several minutes on larger maps due to a slow connection. I believe there is room for a optimisation to the basic desync routine, involving some simple processing of the ma...