Search found 512 matches

by Mylon
Tue Nov 01, 2016 2:51 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 285838

Re: [MOD 0.14.14] Robot Army. 0.2.3

Idea: Robot platform. Built from engines, cogs, and steel, and circuits. Armor + platform + weapon produces the specific bot.
by Mylon
Mon Oct 31, 2016 5:48 pm
Forum: Implemented mod requests
Topic: AP request: LuaEnity::Mine(entity)
Replies: 5
Views: 1908

Re: AP request: LuaEnity::Mine(entity)

Could you elaborate a bit more on what you are trying to achieve? This: https://mods.factorio.com/mods/Mylon/Bluebuild Auto-demo would be trivial if I could do player.mine(target). Instead I have to get the mined_item, the item inventory, if type = "item-entity" I need to get the item too...
by Mylon
Sun Oct 30, 2016 9:48 pm
Forum: Implemented mod requests
Topic: AP request: LuaEnity::Mine(entity)
Replies: 5
Views: 1908

Re: AP request: LuaEnity::Mine(entity)

The API to simulate mining exists, but it's a lot more effort than it's worth. I've already partially recreated it but I've run into some bugs with my implementation. items on ground are not mined. So mined products, pickup products, and inventory all must be handled separately. Sounds have to be ca...
by Mylon
Sun Oct 30, 2016 4:05 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 285838

Re: [MOD 0.14.14] Robot Army. 0.2.3

Some features I'd like: * Victory turrets. After clearing a nest, either a new robot (turret placement robot) or any particular robot converts into a turret to stay behind and kill any other creeps that try to reestablish the base. This automates holding territory instead of perpetually clearing the...
by Mylon
Sun Oct 30, 2016 3:23 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 289240

Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

Can you merge chemical processing plant with electrolyzer? They both do functionally the same thing: take input pipes and send outputs pipes. Like assemblers, chemical plants are pretty generic and should be interchangeable. Finding out I crafted or placed the wrong plant is annoying and it's one mo...
by Mylon
Sat Oct 29, 2016 9:55 pm
Forum: Balancing
Topic: Crafting speed too high?
Replies: 9
Views: 3305

Re: Crafting speed too high?

Handyhands only automatically crafts stuff for you. You already can already queue up an hour worth of handcrafting if you really wanted to. Handy Hands just saves you that planning step. Still, inserters can be made faster than the gears they're made out of. Which seems kinda silly and it reduces th...
by Mylon
Fri Oct 28, 2016 7:34 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 116636

Re: Friday Facts #160 - Playtesting

I couldn't wait for low level personal robots, so I made this: https://mods.factorio.com/mods/Mylon/Bluebuild
by Mylon
Fri Oct 28, 2016 12:13 am
Forum: Implemented mod requests
Topic: AP request: LuaEnity::Mine(entity)
Replies: 5
Views: 1908

AP request: LuaEnity::Mine(entity)

Let us call the function to act as if one entity just mined another, including the transfer of inventory, transfer of mining products, etc.
by Mylon
Wed Oct 26, 2016 2:55 pm
Forum: Balancing
Topic: Crafting speed too high?
Replies: 9
Views: 3305

Crafting speed too high?

(Preface: all of this applies before blueprints are used) All of the inserters craft nearly instantly. With a mod like HandyHands, there really is no need to make an inserter production chain for building. Also, a single assembly plant 2 assembler can sustain building for a good long while. Maybe th...
by Mylon
Tue Oct 25, 2016 4:28 pm
Forum: Releases
Topic: Version 0.14.16
Replies: 11
Views: 14001

Re: Version 0.14.16

Yay patch! <3

Back to Multiplayer we go!
by Mylon
Tue Oct 25, 2016 2:23 pm
Forum: General discussion
Topic: Has anyone computed the throughput of trains?
Replies: 16
Views: 14299

Re: Has anyone computed the throughput of trains?

One train car is about equal to a steel chest.

Trains feel inferior to upgraded conveyor belts.
by Mylon
Tue Oct 25, 2016 1:48 am
Forum: Resource Spawner Overhaul
Topic: QoL improvements?
Replies: 1
Views: 1481

QoL improvements?

Can you make Radarplus for RSO (or something similar) a default feature of RSO? Radars need a huge buff to be viable.

Also I remember seeing somewhere a mod to place rails quickly. That also would be super handy for this.

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