Search found 512 matches
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
- 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.
- 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...
- 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!
Back to Multiplayer we go!
- 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.
Trains feel inferior to upgraded conveyor belts.
- 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.
Also I remember seeing somewhere a mod to place rails quickly. That also would be super handy for this.