Search found 136 matches

by leoch
Mon Feb 19, 2018 6:40 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 46658

Re: Friday Facts #230 - Engine modernisation

Maybe you should consider jumping technology at some point: http://arewegameyet.com/
GFX looks quite promising and there are a couple of windowing libraries.

I'm hoping Factorio 2 will use 3D rendering from the start :D
by leoch
Sun Feb 11, 2018 4:42 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319608

Re: [MOD 0.13.17+] Rampant - 0.16.19

Pollute more. Pollution is their food :lol:

Proactively clearing out any nests near your pollution is a good way to reduce attacks. The other part is biter expansion; if that's disabled they won't move back towards your base.
by leoch
Sun Feb 11, 2018 11:20 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319608

Re: [MOD 0.13.17+] Rampant - 0.16.19

I've noticed a bunch of invisible entities which just show a cross if trying to build on them (presumably zero-size hit-box). The only way to destroy them is to run them over with a car/tank. I think they are the remains of the spawner eggs? They really should get cleaned up, I imagine there are hun...
by leoch
Sat Feb 10, 2018 8:30 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319608

Re: [MOD 0.13.17+] Rampant - 0.16.18

Those "spawner spitters" certainly are interesting to fight, but sometimes I end up with thousands (or even tens of thousands) of spawner biters to fight (or which just hang around). Really kills the FPS and gets monotonous. I think part of the problem is that the spitters can end up in a ...
by leoch
Sat Feb 10, 2018 6:03 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319608

Re: [MOD 0.13.17+] Rampant - 0.16.18

Just had a crash with this message (Rampant 0.16.16):

Code: Select all

Error while running event Rampant::on_tick (ID 0)
__Rampant__/libs/BaseUtils.lua:167: attempt to index local 'alignments' (a nil value)
I will upgrade but it doesn't sound like this bug was addressed.
by leoch
Thu Feb 01, 2018 9:16 pm
Forum: Resolved Problems and Bugs
Topic: [16.21] Crash on save load: "agui::Widget::applySizeRestrictionsInternal" MR
Replies: 12
Views: 8336

Re: [16.21] Crash on save load: "agui::Widget::applySizeRestrictionsInternal" MR

Thanks guys, in my case disabling railway-painter fixed the crash. But sounds like Rseding91 has a proper fix; even better!
by leoch
Thu Feb 01, 2018 4:29 pm
Forum: Resolved Problems and Bugs
Topic: [16.21] Crash on save load: "agui::Widget::applySizeRestrictionsInternal" MR
Replies: 12
Views: 8336

Re: [0.16.21] Crash on load

Same. I'm using a lot of mods (some custom) so it's not trivial to upload a save but PM me if you need more info. 0.000 2018-02-01 16:19:17; Factorio 0.16.21 (build 35356, linux64, alpha) 0.000 2018-02-01 16:24:49; Factorio 0.16.21 (build 35356, linux64, alpha) 0.015 Operating system: Linux (Fedora ...
by leoch
Fri Jan 12, 2018 9:53 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 377836

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

Nice FFF, I agree. But have you considered that maybe modules and especially beacons are simply over-powered? To me it makes sense that Assemblers tier 2 and 3 are a bit faster, but seems like a "megabase" should be huge. Many of the ones I've seen are not much different than my "medi...
by leoch
Fri Jan 05, 2018 10:35 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 349529

Re: Friday Facts #224 - Bots versus belts

The real reason logistic bots are over-powered is that lack of collision modelling means that hundreds or thousands per minute can visit a single chest. Maybe you can find a way of limiting bot density without killing UPS but that's probably not easy. Actually, I think you should go further and let ...
by leoch
Sat Dec 30, 2017 12:51 am
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 45214

Re: Friday Facts #223 - Reflections on 2017

I agree about the pipes. The exponential relationship between speed and distance is weird. How about keep the current mechanics for partially-full pipes, but do holistic (whole-pipe) calculations for full pipes, with a maximum fluid speed (depending on viscosity) and friction calculations determinin...
by leoch
Tue Dec 26, 2017 1:47 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298385

Re: [MOD 0.16] Xander Mod v1.4.1

Yes. I tried placing a burner lab, can see it but can't access it, put anything in it or remove it.

I also had compatibility problems with several other mods which needed disabling on start.
by leoch
Sun Dec 24, 2017 11:38 am
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 55658

Re: Friday Facts #222 - Christmas avalanche

Agree with the smaller fluid wagon capacity. Barrel capacity should also be reduced. This mod has nice balance in my opinion: Smaller Fluid Wagon & Barrel I agree with others that trains wagons have ridiculously high capacities. But so do so many other things for their size: steel chests, cars a...
by leoch
Wed Dec 20, 2017 1:03 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 86236

Re: Friday Facts #219 - Cliffs

Even with cliffs, terrain feels really flat. Hills you can walk on but not build on would make a difference, but I've no idea how to make that work graphically. And being able to destroy cliffs just sounds wrong! *I* think rail bridges able to cross cliffs and water (and maybe also factories) would ...
by leoch
Mon Dec 18, 2017 2:33 pm
Forum: Outdated/Not implemented
Topic: Mod installation/update menu
Replies: 2
Views: 1291

Mod installation/update menu

Currently the in-game mod installation and update tool restarts the game a lot; also downloading the list of available mods takes a while (at least on my connection). Suggestions: Cache the list of available mods and only auto-update if >1 day old (there are already refresh buttons) Don't auto-resta...
by leoch
Wed Dec 13, 2017 10:31 am
Forum: Energy Production
Topic: Hybrid Nuclear/Chemical, version 3 (Post 0.15.11)
Replies: 13
Views: 9961

Re: Hybrid Nuclear/Chemical, version 3 (Post 0.15.11)

Cool idea, feels a bit pointless though since providing enough chemical fuel is going to be much more difficult than nuclear :lol:

Also, the logistic delivery system is still not scalable to infinity (eventually you'd hit charging problems due to travel distance I suppose).
by leoch
Sun Dec 03, 2017 10:23 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 86236

Re: Friday Facts #219 - Cliffs

Cliffs can't just be lines. There need to be jagged peaks and whole areas which are unwalkable.
by leoch
Sun Jul 23, 2017 2:17 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 155007

Coal liquefaction

So, I worked out the ratios for coal liquefaction to petroleum.
  • add recipe light oil cracking with production 3/7 ~= 0.42857 ~= 42.9%
  • add recipe heavy oil cracking with production 1/3 ~= 0.33333 ~= 33.3%
  • add recipe coal liquefaction with production 1
by leoch
Fri Jun 23, 2017 1:52 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 50423

Re: [MOD 0.15] Vehicle Wagon 1.1.0

Bug report against Factorio (But I don't know if it's better to work around this issue in the mod. I'm fairly sure the engine update is what broke the mod for me since nothing else changed at the time.) Edit: closed, because mods are supposed to work with the game as-is (or report issues with the m...
by leoch
Fri Jun 23, 2017 1:51 pm
Forum: Not a bug
Topic: [15.23] 15.22 release broke Vehicle Wagon mod
Replies: 1
Views: 1040

[15.23] 15.22 release broke Vehicle Wagon mod

I've been using the Vehicle Wagon mod. Prior to 15.22, this worked fine. From this version, the winch no longer works: instead of clicking a vehicle, then a vehicle wagon, the winch gets removed from the cursor when clicking the vehicle. As such, it's impossible to load onto wagons any more (possibl...
by leoch
Wed Jun 21, 2017 10:14 am
Forum: Railway Setups
Topic: Train based Smelting (No belts, No Bots)
Replies: 18
Views: 16719

Re: Train based Smelting (No belts, No Bots)

So this is like using the warehouse mod (6x6 container) but without using the warehouse mod. Ingenious, sorta.

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