Search found 58 matches

by sarcolopter
Thu Oct 26, 2017 11:49 pm
Forum: Ideas and Suggestions
Topic: Early game should require less tree removal from ore patches
Replies: 35
Views: 11111

Re: Early game should require less tree removal from ore patches

mrvn wrote:Then what would eat up all your pollution?

Nothing, that's the point.
by sarcolopter
Thu Oct 26, 2017 11:44 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 356436

Re: [0.15.x] Bob's Mods: General Discussion

anywhere to download all the mods as a pre-configured pack?
by sarcolopter
Wed Oct 25, 2017 6:37 am
Forum: Gameplay Help
Topic: Train Roundabouts
Replies: 59
Views: 47202

Re: Train Roundabouts

https://i.cubeupload.com/8Iz6cY.png

I've been having good results with this design, recently added the diagonal bypasses, no deadlocks since then. 1-4 trains.
by sarcolopter
Fri Oct 20, 2017 9:41 pm
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 39118

Re: Underground belt lane splitting, anyone else hate it?

Jap2.0 wrote:
sarcolopter wrote:Underground belt lane splitting... hate it
It's somewhat of an implied meaning, but it's there.
I never said "hate it", don't fake-quote me.
by sarcolopter
Fri Oct 20, 2017 7:49 pm
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 39118

Re: Underground belt lane splitting, anyone else hate it?

never had a need for this in all the rockets i've launched, i don't get why people do it tbh There are a surprising number of things I've never needed to use in the game, but I don't think the people who do use them are playing incorrectly. Quote where I said I think they are playing incorrectly.
by sarcolopter
Fri Oct 20, 2017 7:47 pm
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 33733

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

Option: allow belts (and ubelts and splits) to transfer power to adjacent belts, ubelts, splitters (from any tier to any tier), but not to other entities. So you'd still have to supply more and more power as your number of belts increased, but you'd only have to "hook in" at one point in a...
by sarcolopter
Fri Oct 20, 2017 12:23 am
Forum: Ideas and Suggestions
Topic: Early game should require less tree removal from ore patches
Replies: 35
Views: 11111

Re: Early game should require less tree removal from ore patches

just get the fewer trees mod; alternately, remove trees from the game and replace wood with iron in all recipes
by sarcolopter
Wed Oct 18, 2017 2:51 am
Forum: Pending
Topic: [Dominik] [0.15.34] Ghost-placed rail signals sometimes do not connect
Replies: 6
Views: 2010

Re: [Dominik] [0.15.34] Ghost-placed rail signals sometimes do not connect

Doesn't work regardless of direction of signal or rail, have tried every combination of each.
by sarcolopter
Wed Oct 18, 2017 12:08 am
Forum: Pending
Topic: [Dominik] [0.15.34] Ghost-placed rail signals sometimes do not connect
Replies: 6
Views: 2010

Re: [Dominik] [0.15.34] Ghost-placed rail signals sometimes do not connect

Placing a signal from a blueprint never works for me, no matter the situation; they never connect to the rail. Placing in the same spot manually always works.
by sarcolopter
Thu Oct 12, 2017 4:37 am
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 39118

Re: Underground belt lane splitting, anyone else hate it?

never had a need for this in all the rockets i've launched, i don't get why people do it tbh
by sarcolopter
Tue Oct 10, 2017 6:34 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 78
Views: 42997

Re: [MOD 0.15] VehicleSnap

just updated, looks like that broke it
by sarcolopter
Tue Feb 02, 2016 5:22 pm
Forum: Gameplay Help
Topic: How to remove enemies via console?
Replies: 27
Views: 38979

Re: How to remove enemies via console?

well sheeeeeeit. guess I'll figure out how to mod in a crafting recipe for artifacts
by sarcolopter
Tue Feb 02, 2016 4:45 am
Forum: Gameplay Help
Topic: How to remove enemies via console?
Replies: 27
Views: 38979

Re: How to remove enemies via console?

Sorry for necroing. I used this, and it appears to have removed all enemies from the map, instead of ~50%. Is there any way to respawn them? Go back one save ? That would defeat the purpose, since I'd be back right where I started. Go back and retry command Which command did you enter? local c = 0,...
by sarcolopter
Mon Feb 01, 2016 11:05 pm
Forum: Gameplay Help
Topic: How to remove enemies via console?
Replies: 27
Views: 38979

Re: How to remove enemies via console?

mophydeen wrote:
sarcolopter wrote:Sorry for necroing. I used this, and it appears to have removed all enemies from the map, instead of ~50%. Is there any way to respawn them?

Go back one save ?
That would defeat the purpose, since I'd be back right where I started.
by sarcolopter
Mon Feb 01, 2016 10:41 pm
Forum: Gameplay Help
Topic: How to remove enemies via console?
Replies: 27
Views: 38979

Re: How to remove enemies via console?

Sorry for necroing. I used this, and it appears to have removed all enemies from the map, instead of ~50%. Is there any way to respawn them?
by sarcolopter
Fri Oct 30, 2015 10:27 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 331257

Re: [MOD 0.12.x] Treefarm REDUX

I went through and edited all instances of "game.on" to "script.on", this fixed the mod, but for some reason it only works on my notebook. On my main computer, I still get the "attempt to index global 'game' (nil value)" error. Update: Starting a new game works, and fun...
by sarcolopter
Sun Jul 26, 2015 6:42 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182845

Re: [0.12.x] RSO Discussion thread

In factorio ressource spawning there are 2 "modes". Normal mode means you have a fixed amount of ressource, when it reaches 0, it's gone. Infinite mode means you have the yield based thing and the more you mine it, the less yield you'll get. once it reaches 0.1 it won't drop anymore. I do...
by sarcolopter
Sun Jul 26, 2015 5:13 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182845

Re: [0.12.x] RSO Discussion thread

I've searched through every thread in this board, and still can't figure out how to modify oil spawning. Before the 0.12 update, I was playing vanilla, and had edited all of the resource entities (ore and oil) to be essentially infinite - average ore tile and oil patch yield would be six or seven fi...

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