Search found 247 matches
- Mon Jun 15, 2015 2:37 pm
- Forum: Mods
- Topic: DDMod + Crossover DDMod/DyTech
- Replies: 26
- Views: 13227
Re: DDMod + Crossover DDMod/DyTech
Yeah so amazing that i fear i'll never see them ingame, my machine won't be able to handle it. Thats the problem i'Ve the moste time with yukiotanis graphics the bugg out after sprite loading, sadly. On the other hand, i'm not sure that such graphics fit in the setting of Factorio either. For me it ...
- Mon Jun 15, 2015 5:47 am
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 40
- Views: 24889
Re: [Request] ELECTRIC BOILER
Boilers do nothing more then changing chemichal energie in thermical. True ther maybe no use other then pumping the water into the steamengin atm, but thats not the point. Ther maybe other uses, and the conversion step isn't nearly as irrelevant as you want to tell here. Also ther CAN'T be an infini...
- Mon Jun 15, 2015 5:38 am
- Forum: Implemented Suggestions
- Topic: Dying in SP should be like in MP
- Replies: 25
- Views: 8558
Re: Dying in SP should be like in MP
Vampiricdust, that would be an option that i would agree with. Setting the option to respawn at mapgen is brilliant. And the Droid/human setting would fit as well i think. Edit: At the Dorid thing, thinking about there could be something like a construction structure at the starting point where you ...
- Mon Jun 15, 2015 3:19 am
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 40
- Views: 24889
Re: [Request] ELECTRIC BOILER
An electric boiler is DANGEROUS. Why? Because boilers PRODUCE electricity. They should not consume electricity to make electricity. Then you just have an infinite energy sink. Boilers dont produce Electricity they produce heat. You're mixing up Boilers and Engines. Engines change heatenergie to ele...
- Sun Jun 14, 2015 10:06 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 177944
Re: Resource Spawner Overhaul - Discussion thread
Well i don't mind bad RNG it adds something to think about. As long as we get enought in the starting to get trains on the rail, bad rng isn't all that map breaking. As for the Zinc, no biggi i'll find it somwhere out there. As far as i remember trains don't need oil. minor setback but hey it's fun....
- Sun Jun 14, 2015 8:50 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Railway crossing with gates
- Replies: 7
- Views: 8376
Re: [Request] Railway crossing with gates
Why player teleporting? When i play on the tracks by closed gates my fail ;) Wouldn't it be possible to use the gates from the base and let them close if a train enters a specific block befor the crossing an let them reopen if the train leafs the block with the crossing? Edit: i don't want a fail sa...
- Sun Jun 14, 2015 8:45 pm
- Forum: Technical Help
- Topic: Fliptime shoots through the roof when opening Inventory
- Replies: 0
- Views: 1312
Fliptime shoots through the roof when opening Inventory
Something strange is going on, whenever i open my Inventory in my Dytechmap (Startet a new just an hour ago) The Flip update time goes through the roof, FPS drops down to 4! And only in window mode. I'm rescaling the UI's to 80% because if i don'T the most informations will be cut off at the lower s...
- Sun Jun 14, 2015 8:21 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 177944
Re: Resource Spawner Overhaul - Discussion thread
Minor bug, zinc doesn't spawn in the starting area.
Tin and lead do, but no Zinc anywhere. Well seems that this will be an interesting Dytech map
because as far as i see (-512/+512) no Zinc whatsoever.
Tin and lead do, but no Zinc anywhere. Well seems that this will be an interesting Dytech map
because as far as i see (-512/+512) no Zinc whatsoever.
- Sun Jun 14, 2015 7:21 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 316793
Re: [0.11.x][v0.1.7] Bob's Logistics mod
I've noticed an oddity with your MK2 and 3 Trains. Either that or my system is crappy as hell. I've updatet round about 12 trains form standart vanilla to MK2 and my game update went down from 59 to 50. Checking the f5 debugging shows that the Entityupdate is significant higher? I didn't changed the...
- Sun Jun 14, 2015 4:13 pm
- Forum: Implemented Suggestions
- Topic: Dying in SP should be like in MP
- Replies: 25
- Views: 8558
Re: Dying in SP should be like in MP
Give someone the option to cheat and you'd suprised how many say they won't but in the end do for convenience sake. But that normal behavior, if theres a shortcut its most likely taken. Yes it takes a bit more, maybe it'S that my maps are RSO and not what i 'd call small. And well it's getting worse...
- Sun Jun 14, 2015 3:47 pm
- Forum: Implemented Suggestions
- Topic: Dying in SP should be like in MP
- Replies: 25
- Views: 8558
Re: Dying in SP should be like in MP
Plus Loading time, which can be vary depending on pc and map.
Mine isn't exactly instant. and defenatly a bit more then a respawn would take.
So on that case, i try to avoid dying in the first place, when i would respawn
i would be definitly more careless and i really don't think thats better.
Mine isn't exactly instant. and defenatly a bit more then a respawn would take.
So on that case, i try to avoid dying in the first place, when i would respawn
i would be definitly more careless and i really don't think thats better.
- Sun Jun 14, 2015 3:18 pm
- Forum: Implemented Suggestions
- Topic: Dying in SP should be like in MP
- Replies: 25
- Views: 8558
Re: Dying in SP should be like in MP
Loading a save isn'T as convinient then hittin a button that sets you automaticlly inside your base.
Is a bit more work then Click respawn
Is a bit more work then Click respawn
- Sun Jun 14, 2015 3:17 pm
- Forum: Ideas and Suggestions
- Topic: Self Driving Cars
- Replies: 6
- Views: 2767
- Sun Jun 14, 2015 3:12 pm
- Forum: Implemented Suggestions
- Topic: Dying in SP should be like in MP
- Replies: 25
- Views: 8558
Re: Dying in SP should be like in MP
I don't know if that would be a better expirience. Would only mean that i can get away mit beeing more careless, if i don't keep items on me i don'T need. Who cares if a train hits me, i respawn. Oh biter nest was to big, a whatever i respawn. The System as it stands now makes at least me think two ...
- Sun Jun 14, 2015 3:05 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Railway crossing with gates
- Replies: 7
- Views: 8376
Re: [Request] Railway crossing with gates
Nope, that isn'T nearly what i meant.
I don't want to rip up nearly 5000 tracks and replace them wit other 5000 tracks, where i've to build 12 trains anew, and i'm pretty sure 2 of my trains won't work, as they are Railtankers.
I don't want to rip up nearly 5000 tracks and replace them wit other 5000 tracks, where i've to build 12 trains anew, and i'm pretty sure 2 of my trains won't work, as they are Railtankers.
- Sun Jun 14, 2015 12:53 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 177944
Re: Resource Spawner Overhaul - Discussion thread
Flat out 4 or up to 4? If it would be flat out, you could alway shove a multiplier in that compensats or two multipliers both for size and richness. i can't say out of the blue for sure, but you could also increase the radius itself slightly by changing the factor from 6 and 4 to 5 and 3 ore somethi...
- Sat Jun 13, 2015 11:46 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 177944
Re: Resource Spawner Overhaul - Discussion thread
I'm no coder whatsoever. But i'll try, if i red that correctly richness is simple, but the size is pretty much the excat opposite of simple. Richness = Richness(spwan parameters) times Configfactor times distance (Distancefact^distance [not the other way around as i thought, but it makes more sense ...
- Sat Jun 13, 2015 10:52 pm
- Forum: Ideas and Suggestions
- Topic: Self Driving Cars
- Replies: 6
- Views: 2767
Re: Self Driving Cars
Where would be the fun in that?
- Sat Jun 13, 2015 10:47 pm
- Forum: Mods
- Topic: [WIP]crude oil proccesing[0.0.2]
- Replies: 8
- Views: 10088
Re: [WIP]crude oil proccesing[0.0.1]
I think you have oil processing as category for your recipe, change that simply to chemistry, that should shove it from the refinery to the chemplant
- Sat Jun 13, 2015 10:43 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 177944
Re: Resource Spawner Overhaul - Discussion thread
So if i understand correctly distance times richness and distance times size? Wouldn't that mean that it weights double? And would a change to (0.75) times distance times Richness and (0.25) times distance times Size not only take out the double weight but would also make the richness increase bigge...