Search found 13 matches

by sh4dow
Tue Apr 08, 2025 1:56 am
Forum: Not a bug
Topic: Cannon shell range_modifier causes issues with automatic cannons
Replies: 1
Views: 220

Cannon shell range_modifier causes issues with automatic cannons

The range_modifier of cannon shells only extends the range of the gun that's shooting them; for ammo with directional targeting this means that range_modifier value doesn't have any (significant?) effect in vanilla games.

However, when using automatically firing cannons, the range_modifier of 125 ...
by sh4dow
Wed Jan 01, 2025 3:47 am
Forum: Modding interface requests
Topic: Agricultural Tower output_inventory_slots has no effect
Replies: 1
Views: 369

Agricultural Tower output_inventory_slots has no effect

Changing output_inventory_slots of agricultural towers currently (2.0.28) has no effect ingame. I'm not sure if this counts as a bug, documentation issue or a feature request, but I tried adding a "planter tower" that couldn't harvest anything (to allow a separate tower to harvest plants planted by ...
by sh4dow
Wed Jan 01, 2025 3:37 am
Forum: Won't implement
Topic: [2.0]Add prototype-level rocket carry capacity
Replies: 32
Views: 4746

Re: [2.0]Add prototype-level rocket carry capacity

Not having to micromanage mixed cargos is a big part of the point of small rockets!

If you had rockets with 0.1 tons capacity, you could use these to fulfill all the small orders - instead of 50 inserters, you'd only send up 5 per rocket, so you'd have far less overhead - and it wouldn't feel bad ...
by sh4dow
Sat Dec 21, 2024 9:24 am
Forum: Won't implement
Topic: [2.0]Add prototype-level rocket carry capacity
Replies: 32
Views: 4746

Re: [2.0]Add prototype-level rocket carry capacity

A silo with cheaper/quicker to build rockets doesn't accomplish the same purposes as different capacities though.

Cheap small capacity rockets could be used to send up items that aren't needed in large quantities (eg. inserters and splitters for a space station), or even (with more complex modding ...
by sh4dow
Sun Dec 08, 2024 1:30 am
Forum: Won't implement
Topic: [2.0]Add prototype-level rocket carry capacity
Replies: 32
Views: 4746

Re: [2.0]Add prototype-level rocket carry capacity

Otherwise, I guess it might be possible to implement a lua workaround without dev help by setting the "universal rocket capacity" to the lowest common multiple of all the different actual rocket capacities, and then using fake entities to implement an "loss ratio" - ie. if the heavy rocket has a ...
by sh4dow
Fri Dec 06, 2024 6:40 pm
Forum: Won't implement
Topic: [2.0]Add prototype-level rocket carry capacity
Replies: 32
Views: 4746

Re: [2.0]Add prototype-level rocket carry capacity


Per prototype values is not likely to ever happen. The entire system was built with "one rocket capacity" in mind and would be a substantial rework if even possible to rework to account for variable rocket payloads.

For example - the tooltip that shows rocket capacity for a given item. If there ...
by sh4dow
Fri Dec 06, 2024 6:33 pm
Forum: Ideas and Suggestions
Topic: Rocket Capacity
Replies: 0
Views: 456

Rocket Capacity

TL;DR
Allow configuration of rocket capacity per rocket, instead of globally.


What?
Move the capacity configuration for rockets from utility-constants to the rocket silo (or rocket?) prototype.

One possible complication is the orbital logistics system - how should requested deliveries be ...
by sh4dow
Sat Nov 09, 2024 4:34 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 22
Views: 17174

Re: Flow Routers - UTU balancers without the balance

Has anyone done a book of M-N flow routers? I used a 4-6 flow router for the input sides of my universal smelter, and think that there are other use cases where they are important.

Obviously, a 6-6 flow router could be used as a 4-6 or a 6-4 as well, but a design with fewer splitters/priorities ...
by sh4dow
Sun Oct 27, 2024 5:22 am
Forum: Not a bug
Topic: [kovarex] [2.0.11] Removing a parametrized entity from a blueprint causes information loss
Replies: 1
Views: 362

[kovarex] [2.0.11] Removing a parametrized entity from a blueprint causes information loss

Removing a parametrized entity from a blueprint makes its "parametrization" configuration invalid (ie. parameters for values that were present only in that entity will be discarded on saving the blueprint, even if other parameters use them as "formula" inputs), yet you can still edit these ...
by sh4dow
Mon Jun 10, 2019 4:36 pm
Forum: Won't fix.
Topic: Updating mods deletes the wrong old version
Replies: 3
Views: 1827

Re: Updating mods deletes the wrong old version

I just lost a great deal of customizations because I didn't know factorio deleted old versions...
*please* consider at least warning before deleting unzipped mods.
by sh4dow
Wed Jun 05, 2019 2:43 am
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 42253

Re: EndgameCombat - Defend your base against lategame enemies with ease

Another suggestion is a dynamic turret ammo request amount: depending on the evolution factor, the amount of ammo requested should always be 2 times of the 'low ammo' warning amount. This is especially useful when crating ammo - having 150 (full turret inventory + 50 in logistic chest) crates ...
by sh4dow
Sun May 26, 2019 8:54 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 42253

Re: EndgameCombat - Defend your base against lategame enemies with ease

It would be nice if the ammo alert could be customized further - for example, turrets that never had any ammunition should not create emergency warnings. Also, there are some modded turrets (like cannon turrets without cannon magazines) which can only hold a limited number of shots - if a type of ...

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