Search found 236 matches

by McDuff
Thu Apr 18, 2019 1:31 pm
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 16466

Re: A Deeper Look into Combat Robotics

What would be potentially interesting would be a kind of parallel network, like the logistics or construction areas, for "defense" robots, that you put into their own kinds of roboports at your borders. No idea how doable this is though.
by McDuff
Thu Apr 18, 2019 11:21 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363256

Re: [MOD 0.17+] Untitled WIP

What are the new materials you're adding? Are the new circuits a reskin of the Green/Red/Blue progression or something different?
by McDuff
Thu Apr 18, 2019 9:07 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55181

Re: [MOD 0.17] Deadlock's Crating Machine

By the time i get the technology to build a crating machine 1, it will be pointless to use it since i will be already using express belts, so i will just go straight to Crating Machine 3... that makes Crating Machine 1 & 2 redundant. It costs Red and Green Science packs to unlock the technology...
by McDuff
Thu Apr 18, 2019 9:04 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363256

Re: [MOD 0.17+] Untitled WIP

What I really like about this style is that it manages to fit with factorio vanilla while still being recognisably new.
by McDuff
Thu Apr 18, 2019 9:02 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363256

Re: [MOD 0.17+] Untitled WIP

Yes, yes, yes, yes.
by McDuff
Mon Apr 15, 2019 9:26 am
Forum: Campaign / Scenario suggestions
Topic: New players - share your tutorial / campaign experience
Replies: 13
Views: 4743

Re: New players - share your tutorial / campaign experience

I had considered adding a steam geyser entity, just so the new players can start by connecting a steam engine directly. Then we could teach boilers later on. But that is not in the Freeplay so I will have to come up with something else. This might actually be a nice little addition to the base game...
by McDuff
Mon Apr 15, 2019 9:11 am
Forum: Implemented in 2.0
Topic: Free cables/wires (Poles contain all)
Replies: 34
Views: 25532

Implement mod in base game - "free" wires on hotkey.

TL;DR Make the functionality of this mod part of the base game: https://mods.factorio.com/mod/WireShortcuts What ? Remove red and green wires as items and put circuit connections on hotkeys. Why ? Wire behaviour at the moment is sort of weird and inconsistent. You need to make red and green wires w...
by McDuff
Wed Apr 03, 2019 4:17 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 217015

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

I actually think having a slight "stored density loss" is kind of a cool little trade off, but then I also don't super-optimise my rail transport and prefer to massively squeeze belts full of stacks (honestly now not sure I can go back to vanilla without this mod as I've got so used to it).
by McDuff
Fri Mar 29, 2019 12:56 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106669

Re: [MOD 0.16] Realistic Reactors

I've got a question about heat behaviour and saving fuel cells. I'm just running some test designs on a Creative Mode map at the moment before I try to roll this out to my current real game (the meltdown situation is a little wild sometimes). If I let a reactor run out of fuel it keeps it's temperat...
by McDuff
Fri Mar 29, 2019 11:16 am
Forum: Not a bug
Topic: Blueprint slowdown: anyone else having this?
Replies: 14
Views: 3351

Re: Blueprint slowdown: anyone else having this?

kovarex wrote:
Thu Mar 28, 2019 10:41 pm
half of the chunk to support some future plans.
O_O
by McDuff
Thu Mar 28, 2019 10:04 pm
Forum: Not a bug
Topic: Blueprint slowdown: anyone else having this?
Replies: 14
Views: 3351

Re: Blueprint slowdown: anyone else having this?

I didn't try to disable that at first because I wasn't really using it, and there definitely aren't any of the single splitter entities in this blueprint. Does the mod making a 200 unit wide interaction box (which is what I assume you mean) mean that *every* interaction box becomes 200 wide?
by McDuff
Thu Mar 28, 2019 7:31 pm
Forum: Not a bug
Topic: Blueprint slowdown: anyone else having this?
Replies: 14
Views: 3351

Re: Blueprint slowdown: anyone else having this?

Sorry! It turns out it was a mod. Somehow the "single splitter" mod was responsible for it.
by McDuff
Thu Mar 28, 2019 6:59 pm
Forum: Not a bug
Topic: Blueprint slowdown: anyone else having this?
Replies: 14
Views: 3351

Re: Blueprint slowdown: anyone else having this?

Sorry for the delay. See below for three screenshots. only difference between them is hitting ctrl-v on a pretty basic furnace stack. Certainly not hundreds of entities all wired together. FPS drops down to around 8 in this situation. I've attached the log too. Screenshot 2019-03-28 at 18.45.29.png ...
by McDuff
Wed Mar 27, 2019 7:41 pm
Forum: Not a bug
Topic: Blueprint slowdown: anyone else having this?
Replies: 14
Views: 3351

Blueprint slowdown: anyone else having this?

So whenever I try to use a blueprint of more than a couple of items, including normal blueprints and cmd-C blueprints, my game slows down - like way down from 60fps rock solid down to 4-5fps. As soon as I place the blueprint and clear it from the cursor, the game speeds back up again. Is this a comm...
by McDuff
Tue Mar 19, 2019 11:22 am
Forum: Ideas and Suggestions
Topic: Comparator with hysteresis
Replies: 8
Views: 2449

Re: Comparator with hysteresis

(my old suggestions topic is here: viewtopic.php?f=6&t=58050&p=344755#p344755)
by McDuff
Tue Mar 19, 2019 11:18 am
Forum: Ideas and Suggestions
Topic: Comparator with hysteresis
Replies: 8
Views: 2449

Re: Comparator with hysteresis

Darinth wrote:
Wed Mar 13, 2019 5:10 pm
I like the challenge of figuring out the combinator puzzles, but not the tedium of building combinator setups.
This! Debugging combinators is awful because the wires aren't really very readable. The ability to see them in a better layout would be great.
by McDuff
Tue Mar 19, 2019 10:44 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 217015

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

Deadlock989 wrote:
Mon Mar 18, 2019 9:34 pm
Some progress on a new look ... Textures need work ... But the new belt size (1.125 tiles tall) is causing some issues with render order and missing bits, have asked the devs for help.

Image
These look absolutely boss!
by McDuff
Tue Mar 19, 2019 10:37 am
Forum: Logistic Train Network
Topic: Feature Request: Non-Binary Network ID
Replies: 6
Views: 2188

Re: Feature Request: Non-Binary Network ID

I think this mod might enable you to do what you want, without having to use the full LTN toolset? https://mods.factorio.com/mod/Dispatcher (edit - I haven't used it yet but I'm planning to set it up for something in my current bases in order to see if I can avoid "thundering herd" train b...
by McDuff
Mon Mar 18, 2019 11:26 am
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 33537

Re: Friday Facts #286 - Pollution cleanup

This is the first time in any playthrough that I've really *felt* the pollution mechanic, and I really like it, it feels much more fleshed out now, and all these abilities to surface the info and see what you're doing and what changes mean are really nice. My current map is on Railworld settings and...
by McDuff
Wed Mar 13, 2019 4:32 pm
Forum: Ideas and Suggestions
Topic: Comparator with hysteresis
Replies: 8
Views: 2449

Re: Comparator with hysteresis

Rather than this, I would rather (and have suggested before) "higher tiers" of combinator that enable more complex/chained functions in one block. Possible things that I have seen suggested in the past, or suggested myself, include : adding multiple combinator functions together as "b...

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