Klonan

Klonan



02 Nov

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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

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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

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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

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Originally posted by EpicRaginAsian

Wait so is weekly FFF back?

Yes :)

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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

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

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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.

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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?

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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

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


15 Jun

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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

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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

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


06 Jun

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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

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Just keep finding the bottlenecks and fixing the bottlenecks :)


28 May

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Originally posted by AchimAlman

Klonan published the original mod with a license that especially allows to do this and the last update of the original mod was 2 years ago.

No bugs in 2 years 😎


22 May

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the promised DLC has failed to materialize

failed to materialize so far


10 May

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Sorry, it is not really possible in the engine to get units to 'shoot' at nearby friendly damaged units.


20 Apr

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Originally posted by Jubei_

Can you at least confirm you guys are using computers to code? That also might be about as helpful.

I'm pretty sure we have a computer somewhere in the office