Search found 68 matches

by CorBlimey
Fri Jun 02, 2017 6:29 pm
Forum: Mods
Topic: [0.15.12+] Compound Furnaces 0.0.9
Replies: 5
Views: 3118

Re: [0.15.12+] Compound Furnaces 0.0.6

nice idea (haven't actually tried it as I have no need in my new-game yet to focus on UPS, but I've used equivalent ideas in other games that basically compound things together to reduce the number of actual in-game items for FPS reasons), but I think pollution implementation is definitely required ...
by CorBlimey
Fri Jun 02, 2017 6:15 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 390899

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

i guess it isn't a helpful or constructive point but, anyway, here goes - thanks for all your efforts. Makes things so much damn easier to test. I have accidentally now spent longer messing around with builds than I have on my current "main" game I am designing the BP's for :mrgreen: p.s. ...
by CorBlimey
Thu Jun 01, 2017 8:26 pm
Forum: Ideas and Suggestions
Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
Replies: 21
Views: 7513

Re: Allow changing entity settings from radar remote view

It works this way by design. You're meant to go there if you want to do more than blueprint/deconstruct. The same reason you can't open/change machines at any distance in the normal view. Fair enough. Thanks for the answer. Maybe a remote control device would be cool for changing constant combinato...
by CorBlimey
Thu Jun 01, 2017 8:21 pm
Forum: Not a bug
Topic: [0.15.7 (and earlier] Belt inserter needs > 1 tick enable
Replies: 2
Views: 1164

[0.15.7 (and earlier] Belt inserter needs > 1 tick enable

Not sure if intentional, an oversight or a bug, but inserters sent a 1 tick pulse to enable will not perform a cycle of picking up / placing down to/from a belt. Whereas, they will perform a full cycle if inserting to/from a chest In the below example, all inserters have the same settings, set to en...
by CorBlimey
Sun May 28, 2017 8:13 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 211160

Re: [MOD 0.14] Upgrade planner - v1.2.7

hello I love the mod, but is there any chance of a less intrusive icon? (or some other way to get the menu?) It is quite a visible (fluorescent green etc) icon and quite large... If there is no easy alternative, then I think changing it to a simple single square "+" symbol (viz Evogui or Y...
by CorBlimey
Sat May 27, 2017 2:56 pm
Forum: Ideas and Suggestions
Topic: Burner power armour generator
Replies: 2
Views: 1554

Re: Burner power armour generator

https://forums.factorio.com/viewtopic.php?f=93&t=14894 I agree, which is why I wrote this. Hoping more of it gets added to vanilla still tho. yeah and I appreciate the mod :D (I played heavily modded) but still think the concept would integrate very well into vanilla. I understand why e.g. FARL...
by CorBlimey
Fri May 26, 2017 4:57 pm
Forum: Ideas and Suggestions
Topic: Burner power armour generator
Replies: 2
Views: 1554

Burner power armour generator

A Mk1 and Mk2 generators for power armour that allow you to burn items (with stacks of fuel placed in armour inventory or a dedicated slot) would be very useful. It would bridge the gap to fusion generator as well as being a potential substitute (rocket fuel based would be more compact and higher ou...
by CorBlimey
Fri May 26, 2017 4:46 pm
Forum: Ideas and Suggestions
Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
Replies: 21
Views: 7513

Allow changing entity settings from radar remote view / Access Building Configurations from Map View

Allow changing entity settings (e.g. circuit network conditions, constant combinators, assembler recipes and similar) from radar remote view. Currently you can build with blueprints / ghosts remotely but you can't change the setting of an existing entity. I understand the reason for not letting us c...
by CorBlimey
Fri May 19, 2017 6:53 pm
Forum: Ideas and Suggestions
Topic: Radar bonuses from e.g. adjacency or tech or modules or rock
Replies: 0
Views: 1590

Radar bonuses from e.g. adjacency or tech or modules or rock

TL;DR Building on the great concept of adjacency bonuses introduced with Nuclear, make Radars benefit from adjacency bonuses to boost radius OR Military tech research for Radars that increases radius (speed can come from stacking radars so isn't necessary tbh) OR Allow modules and beacons to affect...
by CorBlimey
Fri May 05, 2017 5:48 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 49136

Re: Version 0.15.7

what does all this manual train penalty thing mean? What train penalty? :D

Does it refer to a distance penalty added for other trains routing? I.e. they will go around manual trains through other routes if possible? If so, cool :mrgreen:
by CorBlimey
Sun Apr 30, 2017 10:25 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322364

Re: Foreman 0.1.9 - A factory optimisation tool.

i'm getting "System.DllNotFoundException: Unable to load DLL 'lua52': The specified module could not be found. (Exception from HRESULT: 0x8007007E)" error when loading. I can see the lua52.dll in the foreman folder..so I'm confused :D Any ideas? Ok I didn't realise it had to be VC++ 2012 ...
by CorBlimey
Fri Apr 21, 2017 6:56 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 143200

Re: Friday Facts #187 - Space science & 0.15 graphics

Has anything happened with oil? It's already a pain. There was mention of making it much richer the farther out you go. Edit: Asking because of the sulfuric requirement. I believe they've mentioned that the minimum yield from fields has been raised which should help some. Oil yield has been increas...
by CorBlimey
Thu Jan 26, 2017 5:43 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1003630

Re: Factorio Roadmap for 0.15 + 0.16

is there any guesstimate ETA? Im starting to feel the urge again (there's been a lot of competition recently for me) but would want to wait if we can expect 0.15 within a month
by CorBlimey
Thu Aug 25, 2016 5:24 pm
Forum: Releases
Topic: Version 0.13.18
Replies: 10
Views: 13486

Re: Version 0.13.18

are we going to get 'brackets' then to allow AND to be evaluated after OR subclauses?
by CorBlimey
Sun Aug 21, 2016 8:49 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322633

Re: [MOD 0.13] Orbital Ion Cannon 1.4.1

awesome updates. Thanks
by CorBlimey
Wed Aug 17, 2016 11:32 am
Forum: Gameplay Help
Topic: Robot prioritisation of requests for same resource
Replies: 7
Views: 2038

Re: Robot prioritisation of requests for same resource

Hello How are requests for the same resource prioritised, in particular in a constrained supply scenario? Is it by proportion of request satisfied (i.e. increasing size of request will prioritise that chest compared to others) or is it by distance from supply? Or some other criteria? Edit: ok, I ra...
by CorBlimey
Sun Aug 07, 2016 9:47 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 131629

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

hmm, I seem to be having trouble on 0.13.14 where I get killed when remote viewing a site. Anyone else having this? (p.s. - thanks for YARM - so very useful once you have 15+ outposts) edit: ok i think it is because big packs of worms / behemoth spitters kill faster than you heal. Any chance you co...
by CorBlimey
Sat Aug 06, 2016 10:35 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322633

Re: [MOD 0.13] Orbital Ion Cannon 1.3.1

minor improvement suggested: somehow make the auto targeters talk to each other. I decided to turn on the notifications in the config for a bit to see what was happening - targeters near each other would generally target the same stuff if they finished their 'pulse' before the previous one's firing ...
by CorBlimey
Sat Aug 06, 2016 4:40 pm
Forum: Ideas and Suggestions
Topic: armed/customizeable trains.
Replies: 2
Views: 1137

Re: armed/customizeable trains.

I would be in favour of a power-armour-style train car where you can chuck in some lasers (should be the real deal however and not the pathetic portable lasers we currently have) or gun turrets, maybe some shields. A roboport train (full size radius, compared to portable roboport, so it keeps the di...
by CorBlimey
Sat Aug 06, 2016 4:20 pm
Forum: Ideas and Suggestions
Topic: I want to make suggestions, but I got links to mods!! :(
Replies: 18
Views: 26311

Re: I want to make suggestions, but I got links to mods!! :(

i got a mod for your suggestion http://bit.ly/4kb77v


(I agree with your post however ;) )

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