Search found 59 matches
- Sat May 12, 2018 3:14 am
- Forum: General discussion
- Topic: Reward for killing biters
- Replies: 37
- Views: 13809
Re: Reward for killing biters
Biters should drop raw materials, plates, intermediate products, filled barrels, and various factory components. Bigger biters or biters which are in close proximity to large amounts of other biters should drop better items and in greater quantities Don't ask where they get the loot. Oh, and by &quo...
- Thu Mar 15, 2018 2:51 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 57004
Re: So... Let's talk about bots, and how to fix them properly...
Belts and bots are both extremes on the same spectrum, flexibility. Belts are 100% static and player driven, while bots are 100% dynamic and automatically managed by the game. The main points are: The path of each item on a belt is fixed and predetermined by the player, through the placement of spl...
- Mon Mar 05, 2018 10:25 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Eketek's Routing and Pathfinding Mod
- Replies: 2
- Views: 3119
Re: [MOD 0.16.x] Eketek's Routing and Pathfinding Mod
The routing mod is somewhat of a complicated beast (and can be quite rewarding). So, to make it a bit more useable to others, I wrote a brief technical description and guide. Eketek's Routing and Pathfinding Mod: A Guide Routing & Pathfinding guide, TLDR edition: The blueprints and explanation t...
- Thu Feb 15, 2018 9:05 am
- Forum: Mods
- Topic: [MOD 0.16.x] Eketek's Routing and Pathfinding Mod
- Replies: 2
- Views: 3119
Re: [MOD 0.16.22] Eketek's Routing and Pathfinding Mod
I made a fair amount of progress with the mod. It seems to be stable and working properly. The biggest errors lately been turning out to only be errors in the combinator setup. So, to help people get started with my routing mod (and perhaps make it a little easier to understand what it does and how ...
- Sat Feb 10, 2018 3:16 pm
- Forum: Modding help
- Topic: Bogus migration entries in "Migrated Content" display
- Replies: 2
- Views: 877
Re: Bogus migration entries in "Migrated Content" display
Which version of the game are you using? 0.15 would "migrate" the content of the blueprint library, afaik 0.16 should no longer do that. That would be 0.16.22 I'll look into this a bit more in-depth later today and see if anything actually breaks if I start the previous version of my mod ...
- Sat Feb 10, 2018 8:03 am
- Forum: Modding help
- Topic: Bogus migration entries in "Migrated Content" display
- Replies: 2
- Views: 877
Bogus migration entries in "Migrated Content" display
I decided to restructure a mod which I am working on and put together a migration script to do so. So far as I can tell, the migration properly adjusted all of my identifiers without anything breaking. However, the displayed text on the "Migrated Content" message contained a lot of bogus i...
- Tue Feb 06, 2018 9:10 am
- Forum: Mods
- Topic: [MOD 0.16.x] Eketek's Routing and Pathfinding Mod
- Replies: 2
- Views: 3119
[MOD 0.16.x] Eketek's Routing and Pathfinding Mod
Type: Mod Name: Eketek's Routing and Pathfinding Mod Description: Adds a circuit-controlled routing and pathfinding mechanism to the game License: MIT license Version: 1.0.0 Release: 2018-02-06 Tested-With-Factorio-Version: 0.16.25 Category: Gameplay Tags: Routing Combinators, Logistics, Circuit Net...
- Fri Jan 12, 2018 6:13 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 349322
Re: Friday Facts #224 - Bots versus belts
I think that there is a major utility disparity between belts and logistic bots which ought to be addressed. Bots can take items from anywhere to anywhere, with minimal consideration toward design, whereas belts are only able to take items along a single path (routing with combinator-based machines ...
- Mon Jan 08, 2018 7:32 am
- Forum: Combinator Creations
- Topic: Asynchronous Multiplexer
- Replies: 0
- Views: 1793
Asynchronous Multiplexer
Since they're fun and since I like to over-engineer my designs, I built an asynchronous multiplexer. For those less technically inclined, asynchronous multiplexing basically means everything on the network with something to transmit attempts to do so immediately after the network appears to be quiet...
- Mon Jan 01, 2018 5:43 pm
- Forum: Modding discussion
- Topic: Distortion noise function for a map mod
- Replies: 0
- Views: 730
Distortion noise function for a map mod
I was thinking about ways to improve map generation and possibly making a mod for it (the design I have in mind seems to go way beyond what it looks like Factorio supports for terrain auto-placement, so I'd probably have to generate every tile). Part of this was thinking about noise algorithms and h...
- Sun Dec 31, 2017 11:11 pm
- Forum: General discussion
- Topic: Why are radars square?
- Replies: 10
- Views: 3551
Re: Why are radars square?
The radar hardware is technically capable of scanning a circular zone (and much if the weather is decent). However, the person who crafted your radars (or who configured your assembler(s) to manufacture them) is afflicted with obsessive-compulsive disorder and thus has coded the radar controller pr...
- Sun Dec 31, 2017 10:11 pm
- Forum: General discussion
- Topic: Why are radars square?
- Replies: 10
- Views: 3551
Re: Why are radars square?
The radar hardware is technically capable of scanning a circular zone (and much if the weather is decent). However, the person who crafted your radars (or who configured your assembler(s) to manufacture them) is afflicted with obsessive-compulsive disorder and thus has coded the radar controller pro...
- Thu Nov 30, 2017 11:36 pm
- Forum: Ideas and Suggestions
- Topic: CPU usage while paused or minimized
- Replies: 6
- Views: 1703
CPU usage while paused or minimized
I didn't notice any similar suggestions when I searched, but this is a pretty obvious issue which has been around a while. Presently, Factorio wastes a lot of of power and keeps my system fans running while the game is paused or minimized. Please consider suspending any threads that don't need to be...
- Sat Jul 15, 2017 1:06 pm
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 27852
Re: Friday Facts #199 - The story of tile transitions
I was going to recommend an overly complicated scheme that comes with lots of somewhat irrelevant features and potential for variety and efficiency (shader-based texture blending with various procedural generation options), but ended up concluding that I'd really just be recommending "layers&qu...
- Fri Jun 30, 2017 9:26 am
- Forum: Bob's mods
- Topic: Free Energy [No modules]
- Replies: 16
- Views: 7210
Re: Free Energy [No modules]
If you want to control energy production so that energy can only be extracted from specific power sources, you might consider taking reduction and oxidation into account when defining chemicals, reactions, and the fuel values of output products. And make sure any productivity and/or efficiency bonus...
- Mon Jun 05, 2017 3:09 am
- Forum: General discussion
- Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
- Replies: 42
- Views: 14997
Re: If you could walk on pipes in Factorio, would you build less underground pipes?
There is a very elegant solution to this problem, and you don't need any mods, cheating, or ridiculously over-engineered logistics to use it: Shotgun
Pipe in your way? BOOM! Problem solved.
Pipe in your way? BOOM! Problem solved.
- Mon May 15, 2017 9:59 pm
- Forum: Combinator Creations
- Topic: Proof of Concept: Decentralized/Scaleable Mixed Bus
- Replies: 0
- Views: 2344
Proof of Concept: Decentralized/Scaleable Mixed Bus
A few months ago, I posted a mildly complicated combinator construct which (though useless for most purposes) allows for signals to propagate across a circuit network in such a manner as to have signal components traceable toward their origins from any point within the network, but I was a bit sketc...
- Fri Feb 03, 2017 3:07 am
- Forum: Combinator Creations
- Topic: Signal Propagator with Directionality/Origin Indication!
- Replies: 0
- Views: 1438
Signal Propagator with Directionality/Origin Indication!
I have designed a simple & easily constructable hierarchical circuit network which propagates all input signals and indicates the directionality of the components of the signal on the network (by providing two separated signals at each link between sub-networks indicating what the is coming from...
- Mon Oct 19, 2015 9:58 pm
- Forum: General discussion
- Topic: Diesel loco, which uses coal
- Replies: 18
- Views: 18149
Re: Diesel loco, which uses coal
The locomotives have Mr. Diesel's name stamped on them, so the locomotives are obviously powered by Diesel Engines. I don't want to suggest anything reasonable (such a portable implementation of the Fischer-Tropsch process), so I would encourage everyone to believe that Factorio Diesels are the most...