Search found 696 matches
- Tue Aug 11, 2015 8:36 am
- Forum: Not a bug
- Topic: [0.10.8] "space" fires combat shotgun out into the open
- Replies: 7
- Views: 6240
Re: [0.10.8] "space" fires combat shotgun out into the open
This may be intended behavior, but I'd like to call that intention back into question. The pistol and the sub-machine gun both train the user to think of the space bar as a gun with a safety. If there are no enemies around, it won't do anything harmful, whereas the c key is "no really, just fi...
- Tue Aug 11, 2015 6:38 am
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 119224
Re: [MOD 0.11.x - 0.12.x] Marathon
Yes, indeed, I am 60h + in a game with RSO and Marathon, and I must say that this is brilliant. 1 Suggestion though - since vanilla medium and big electric poles use plates instead of wires most of the time they are easier and faster to craft then the small ones. I think it deserves some sort of a ...
- Mon Aug 10, 2015 5:56 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 182940
Re: [0.12.x] RSO Discussion thread
I think these small patches are quite interesting to mine. Most of the time you end up lazing rails to a bigger deposit one waz or another, and encounter these small ones. I usually have an 1-wagon-small-patch-collector-train, which is driving slowly between the patches, collecting the resources fro...
- Mon Aug 10, 2015 4:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 119224
Re: [MOD 0.11.x - 0.12.x] Marathon
Hi Guys, I want to start a new game with Marathon and RSO, and I don't want to waste several hours before I would realize that the mod is not active at all. So I downloaded 0.5.3 for the 0.12.3 version of the game, and in the mods menu I can see the Marathon mod there, I enabled it, but when I star...
- Sun Aug 09, 2015 11:55 am
- Forum: Resolved Problems and Bugs
- Topic: 0.12.3 - Zooming without scroll wheel is extremely difficult
- Replies: 4
- Views: 3116
Re: 0.12.3 - Zooming without scroll wheel is extremely difficult
Or you can like buy a 3$ mouse with a scrollwheel.
- Sat Aug 08, 2015 4:09 pm
- Forum: Modding help
- Topic: Multi surface support for RSO
- Replies: 5
- Views: 2109
Re: Multi surface support for RSO
I always wanted to ask, can you actually generate deposits bigger than a chunk?
- Sat Aug 08, 2015 3:55 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 382738
Re: Combinators 101
What the hell would be the application of a HARDWARE based PID-controller in FACTORIO?! :shock: the same as in a real factory, naturally - to dynamically and automatically balance production to a changing rate of consumption. Though I suspect, limits of working with integers only aside, things tend...
- Sat Aug 08, 2015 3:29 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 382738
Re: Combinators 101
What the hell would be the application of a HARDWARE based PID-controller in FACTORIO?! :shock: the same as in a real factory, naturally - to dynamically and automatically balance production to a changing rate of consumption. Though I suspect, limits of working with integers only aside, things tend...
- Sat Aug 08, 2015 1:31 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 382738
Re: Combinators 101
What the hell would be the application of a HARDWARE based PID-controller in FACTORIO?!
- Sat Aug 08, 2015 10:29 am
- Forum: Resolved Problems and Bugs
- Topic: Tree not auto-marked for removal when forcing blueprint
- Replies: 4
- Views: 5393
Re: Tree not auto-marked for removal when forcing blueprint
Can confirm the same in 0.12.3, using RSO and Marathon. Sometimes shiftclicking does not mark trees for deconstruction. Attached a savefile where a turret from a blueprint does not force a tree for deconstruction.
- Fri Aug 07, 2015 11:22 am
- Forum: Show your Creations
- Topic: How I defend my base using outposts
- Replies: 13
- Views: 24010
Re: How I defend my base using outposts
I still dont agree with you, ssilk. Biters settle closest at >3 chunks away from your buildings. That means an outpost every 7th chunk. Lets sax we male state of the art outposts with a roboport, repair packs and spare parts and a double-layered wall. We provide electricity centralized from the main...
- Thu Aug 06, 2015 2:50 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 182940
Re: [0.12.x] RSO Discussion thread
There is a change to balance ore amounts. This is exactly what I'm referring to. Forcing total resources regardless of patch size does weird things to generation. For example, I saw someone playing a couple days ago that had >100k coal in a one miner sized patch. In the other circumstance, you coul...
- Thu Aug 06, 2015 2:45 pm
- Forum: General discussion
- Topic: The Fighting Aspect
- Replies: 9
- Views: 12495
Re: The Fighting Aspect
That would be interesting. Just assemble units which use the same pathfinding biters do to reverse-attack them.
- Thu Aug 06, 2015 1:18 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 382738
Re: Combinators 101
Yes, certainlz. It is now as good as it gets
- Thu Aug 06, 2015 11:23 am
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 382738
Re: Combinators 101
I think that for such a complex topic you did an absolutely great job. No real space for improvement, maybe add some bells and whistles like a short summary to each combinator type. Or mazbe bigger captions for a more divided text.
- Thu Aug 06, 2015 11:07 am
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 382738
Re: Combinators 101
The guide is impressive, very nice job!
Although I think you should work better with text structure to make it easier to swallow. Walls of text are always hard to grasp.
Although I think you should work better with text structure to make it easier to swallow. Walls of text are always hard to grasp.
- Thu Aug 06, 2015 10:06 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 182940
Re: [0.12.x] RSO Discussion thread
Ahh, that explains it. I never got it from the description of the mod, if your algorithms base on the settings provided by the map generator, or are constants in your config. I am so far satisfied with the generation, was just wondering.
Thank you for your help.
Thank you for your help.
- Thu Aug 06, 2015 10:05 am
- Forum: Show your Creations
- Topic: How I defend my base using outposts
- Replies: 13
- Views: 24010
Re: How I defend my base using outposts
I disagree. I would start by cleaning out the spawners while laying the rail. After I have secured the area and layed the rail, I would get in into my construction train filled to the brim with turrets, solar panels, etc, drive manually to the place of the supposed outpost, place a station, lay a bl...
- Thu Aug 06, 2015 10:00 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 182940
Re: [0.12.x] RSO Discussion thread
So, in case I would want the future resource generation be more/or less rich I would edit the save-specific map gen settings? Do I understand it right?
- Thu Aug 06, 2015 8:27 am
- Forum: Show your Creations
- Topic: How I defend my base using outposts
- Replies: 13
- Views: 24010
Re: How I defend my base using outposts
I thought of making something as a "maginot line" around my base. Making defense outpost in circles, providing each one with a roboport and some construction bots, and a very slow train moving in circles supplying them with the needed repair packs and maybe spare turrets/walls in case some...