Klonan

Klonan



29 Nov

Comment
    Klonan on Steam Forums - Thread - Direct
You need to own the base game to play/buy the expansion

10 Nov

Comment

Originally posted by sparr

Posted by kovarex, Klonan on 2023-11-10

we are going to focus on the general improvements of the way circuit network is used in the game.

I wasn't using it often

Inquiring minds want to know... which dev is "I"?

In the intro it is kovarex, some parts are me

Comment

Originally posted by Keleyr

I love this. But I am afraid that the information overflow will make it harder for beginners if they need to have every option visible from the start. How can they know what is useful information?

Can it be hidden until you trigger it by researching the circuit technology? That way beginners can get used to the objects that is relevant at the beginning of the game, then when they are ready they can research the technology and they only get the information when they can start using it.

The circuit connection window is not shown normally when a wire is not connected, and furthermore before wires are unlocked, the little slot button to open them doesn't exist


03 Nov

Comment

Originally posted by fine03

this is huge

will these features trickle down into the base game without the need of expansion?

They are base game 2.0 features, expansion is not needed to use super force building or mining landfill


02 Nov

Comment

We don't even know where it came from, kovarex found it on some random free music site way back and we haven't been able to find it again since


14 Oct


06 Oct

Comment

Originally posted by Honza8D

I was hoping for some new content showcase, like the quality system. Those technical improvements are nice and all, but not that exiting.

They can't all be bangers


08 Sep

Comment

Originally posted by MindWorX

To make things clear, the quality content is exclusively part of the expansion. The non-expansion binary works the same internally, it just doesn't allow any mod to define anything other than the normal quality.

This feels a bit icky to me. I get why, they want to encourage more people to get the expansion, but it also means fragmenting mods more since they now have to deal with supporting both vanilla or expansion. Many might just opt to default require expansion. I know it wont impact many, me included, as we will just get the expansion. But it feels like the wrong decision.

Only comparison I can make is something like StarCraft II, where each DLC added new things, but all engine features were still fully available to modders. The only limitation was the use of assets new assets and obviously mods that just replicated the expansion would be removed.

It is actually the opposite, using the same binary means mods don't need separate versions and or need to support 2 different APIs.


01 Sep

Comment

Originally posted by EpicRaginAsian

Wait so is weekly FFF back?

Yes :)

Comment

Originally posted by Deranged40

For these 'smarts' we use a quite simple heuristic, factoring in not just how close the roboport is, but also how many other robots are currently charging there.

/u/factorioteam can you confirm that this will take into consideration "free spots" and not just blindly "how many are charging?" They seem very similar at first, but with modded roboports, we can have way more than 4 robots charging at once. So I just wanted to make sure that calculation will still consider open spots

It is the number of charging slots without any robots, so should work fine for modded roboports with more charge slots


19 Jun

Comment

Unfortunately the difficulty settings are global for the entire game, so its not possible to set different difficulties for different forces/teams.

Comment

Originally posted by TitoRigatoni

Is there a distance limit? I'm at the island at the lower left of the revealed map. There's not a specific item, it doesn't seem to work with any items. Near the concentrated solar array there is a delivery depot with several items requested that aren't being fulfilled.

(I had tried to connect it to combinators to automatically place requests, but that has been disconnected)

Hmm, it looks like it might be that all the items requested are stored in buffer chests (as opposed to passive providers or storage).

At the moment the request depots are buffer chests also (so for instance, construction robots can use the items to repair walls), which at the moment the mod can't request items from buffer chests. The problem would be, if the long range depot could request from other request depots, you would get infinite loops of request depots providing to request depots.

Comment

Originally posted by TitoRigatoni

https://drive.google.com/file/d/1m3rtDgv6snR_-bqFsKCeZoKuT2Jl4-tM/view?usp=sharing

Okay, I think this should work? I'm not too familiar with Google Drive, but I think I shared it correctly...

It seems to work fine, i tried requesting some construction robots, is there a specific item or location it doesn't work with?

Comment

Originally posted by TitoRigatoni

Yeah from the description that's how I thought it was supposed to work, thanks for confirming!

It isn't doing that though. I have to set the request in the delivery depot, then go into map view and set the same request in the supply depot.

So there's no need to link them together or configure specific settings or anything, it's supposed to just work?

If you can send me a save game I can take a look

Comment

The drone depot in the main base will auto-allocated requests from delivery depots (if the logistic network has the item)


15 Jun

Comment

If you change your name your save game will see your new name as a new character. You can use a console command to swap your character back in-game: /swap-players old-username new-username

Source


10 Jun

Comment

Originally posted by Exorbity

  1. I mean the messages are not being delayed, but rather just not shown

You can set it to 20 which is the default value

Comment

What do you have set in Settings->Interface->Other->Chat message delay?


06 Jun

Comment

Hmmm, they might not be discarding their previous target or something, seems like its an internal AI problem (I.E, not the mod script doing anything wrong)


01 Jun

Comment

Just keep finding the bottlenecks and fixing the bottlenecks :)