Search found 292 matches

by vedrit
Tue May 29, 2018 6:34 pm
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 33630

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

Belts requiring power... no. Just no. They're at the core of Factorio gameplay, and it would seriously detract from the enjoyment of this game if they'd suddenly require power. Pumps... I suppose you could do a "burner pump" and "electric pump". Wouldn't be too hard to push the ...
by vedrit
Fri May 18, 2018 7:44 pm
Forum: Ideas and Suggestions
Topic: Defensive upgrades
Replies: 5
Views: 2216

Re: Defensive upgrades

One thing I would appreciate is a way for the Gun Turrets to get some more hitpoints. A few farts from a behemot spitter and they keel over. They are early tech, so yea, they are weak initially. But it sadly stays that way. As for PvP... is that really what Factorio's about? Heck, even cooperative ...
by vedrit
Tue May 08, 2018 6:44 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65437

Re: [MOD 0.16.x] Alien walls [0.7.0]

Ohh, I see what I did. This is what I get for doing most of my research testing via console in sandbox. Control.lua 128: update_current_tier(game.player.force) But if you read the docs closely... game.player :: LuaPlayer [Read-only] The player typing at the console - nil in all other instances. See...
by vedrit
Tue May 08, 2018 12:50 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65437

Re: [MOD 0.16.x] Alien walls [0.6.1]

I've not died! Thanks for all the work, guys! I really appreciate it!
The reason I didn't release the mod to the portal previously was because I wanted the migration to work. I'm not confident that it works even now, but I went ahead and released it.
Trial by fire, right?
by vedrit
Mon Feb 26, 2018 8:41 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65437

Re: [MOD 0.16.x] Alien walls [0.6.1]

Hey, cool stuff! I like escalation, so I tend to make combat harder, and add more powerful weapons & defences to counter. And self-healing walls are what I always wanted! I've been playing with these walls for a while now, and thought it would be cool if the hybrid upgrade research could increa...
by vedrit
Sun Jan 14, 2018 7:05 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 377113

Re: Friday Facts #225 - Bots versus belts (part 2)

If you read the last FFF carefully, they want the choice to matter. Currently, if you want to play effectively you have no choice but bots. That's not fun. I, and likely many others, find that belts have a fundamental disadvantage that cannot be overcome and will cause players to want to use bots w...
by vedrit
Fri Jan 12, 2018 9:44 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 377113

Re: Friday Facts #225 - Bots versus belts (part 2)

After reading some comments this past week and today on reddit, I would like to suggest a slight redirection as to the problem. The problem is not with bots, but with electrical power. 1) What drawback are bots meant to have? They're supposed to require a huge energy cost. And in swarms, they actua...
by vedrit
Sat Jan 06, 2018 8:05 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 348796

Re: Friday Facts #224 - Bots versus belts

My problem with belts is that it's so painfully painful to filter them, regardless of system saturation. Simply using filter inserters isn't enough. If The belt/chest the inserter is dropping onto is full, then the items don't get grabbed. This will block an inserter down the line either momentarily...
by vedrit
Fri Dec 22, 2017 11:17 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 55585

Re: Friday Facts #222 - Christmas avalanche

I don't understand. Fluid wagon's mass is 2 times higher than normal wagon, and it already transports less fluid than wagon with barrels. Why reduce it? Personally I think barrels hold too much fluid. A bot carrying 4 barrels is carrying 1000 fluid which is roughly equivalent to a stack of about 10...
by vedrit
Fri Dec 22, 2017 10:44 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 55585

Re: Friday Facts #222 - Christmas avalanche

Oh boy!! Bug fixes!
While I'm glad that sideloading belts for compression will remain in the game, I am a bit disappointed to see that fluid carts will be downsized. I hope it's not much, but perhaps there can be other changes made to balance them? Make them heavier, perhaps?
by vedrit
Fri Dec 22, 2017 5:24 am
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 70570

Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

It seems that you only unlock recycling recipes if you unlock the regular recipe via research. Any base or previously unlocked recipes are not available. Updated from a previous version of the mod

EDIT: Disregard. Removing, loading save, saving, re-adding, and loading did the trick.
by vedrit
Fri Dec 22, 2017 12:22 am
Forum: Mods
Topic: [MOD 0.14] Walls Block Spitters
Replies: 17
Views: 9027

Re: [MOD 0.14] Walls Block Spitters

Will we be seeing an update to 0.16? It's a beloved mod on my server
by vedrit
Mon Dec 18, 2017 9:55 pm
Forum: General discussion
Topic: 0.16 artillery and the biters
Replies: 10
Views: 5828

Re: 0.16 artillery and the biters

I'll be honest, at the beginning I did not understand what the artillery train is going to be about and was actually pretty annoyed by the fact that the devs are adding something like this. I thought it's going to be just a wagon with turrets, for defending the train against biters during travel an...
by vedrit
Mon Dec 18, 2017 2:53 am
Forum: Mods
Topic: [Factorio 0.16.x] Force Fields
Replies: 2
Views: 1976

Re: [Factorio 0.16.x] Force Fields

I will no longer be making any fixes to Force Fields. If something changes to cause this mod to break, and no one else fixes it, that's that.
by vedrit
Mon Dec 18, 2017 12:31 am
Forum: Mods
Topic: [MOD 0.16] NewOldConcrete
Replies: 6
Views: 4126

Re: [MOD 0.16] NewOldConcrete

Optera wrote:could you expand it by changing the new concrete look to stone bricks and the new stone brick to a cobblestone path made by raw stone?
This, please. If it's not too much work.
by vedrit
Mon Dec 18, 2017 12:23 am
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 158554

Re: Random Word Association Game

Masterfox wrote:Krillin(DBZ)
Superfluous.
by vedrit
Sun Dec 17, 2017 5:58 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 83716

Re: [MOD 0.12.x] Force Fields - energy powered walls

I'm not claiming to be taking over this mod, mainly because I'm not familiar enough with Factorio modding to do a proper job of it.
However, I have made another unofficial patch for 0.16 compatibility
viewtopic.php?f=120&t=48075
by vedrit
Sun Dec 17, 2017 5:57 am
Forum: Mods
Topic: [Factorio 0.16.x] Force Fields
Replies: 2
Views: 1976

Re: [Factorio 0.16.x] Force Fields

Updated mod to work with 0.16.
by vedrit
Sun Dec 17, 2017 5:16 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65437

Re: [MOD 0.16.x] Alien walls [0.6.0]

Icon size fixed!
by vedrit
Fri Dec 15, 2017 9:36 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 59092

Re: Friday Facts #221 - 0.16 is out

Why yes, yes it is. Really liking the update - except for the graphical changes to concrete. Also, there are some modding changes that don't seem to have made it into the changelog, such as changing get_circuit_connector_sprites I have to agree with the others in the office, in that sideloading shou...

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