Search found 493 matches

by Silari
Thu Mar 23, 2023 12:40 am
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 67
Views: 22383

Re: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss

Currently, the only mod I found was "No Power Icons", but that does nothing else than changing the transparency so it isn't just visible (but still there). There are also options for variable levels of transparency, not just blank (which isn't transparent at all, it's just an empty png), ...
by Silari
Sat Mar 18, 2023 10:09 pm
Forum: This Forum
Topic: to request my own thread be moved
Replies: 4
Views: 1363

Re: to request my own thread be moved

You can just post in the thread asking for it to be moved. Mods generally find those fairly quickly and get it done.
by Silari
Fri Mar 17, 2023 11:37 pm
Forum: Technical Help
Topic: [1.1.76]Kernal error causing crash
Replies: 8
Views: 1269

Re: [1.1.76]Kernal error causing crash

Hey, I experienced a BSOD and from the crash dump generated by windows 10 and the cause seems to be factorio! The process name isn't the cause, just whatever process the code that faulted was running under. What you actually want is the image name: IMAGE_NAME: AuthenticAMD.sys That's what specifica...
by Silari
Sun Mar 12, 2023 11:52 pm
Forum: Modding discussion
Topic: New to Modding, what is allowed?
Replies: 3
Views: 1101

Re: New to Modding, what is allowed?

Every mod on the mod portal has a license assigned to it - that license says what you're allowed to do with it, whether it be copying bits, redistributing it, whatever. Most mods are under the GPL or another fairly permissive license, but you'll need to look through each one. I'm not about to get in...
by Silari
Sun Mar 12, 2023 2:29 am
Forum: Mods
Topic: [MOD 1.1] Need help testing unofficial Creative Mod update
Replies: 8
Views: 1224

Re: [MOD 1.1] Need help testing unofficial Creative Mod update

(Was the first iteration of Creative Mod(e) before /editor was a thing?) Map Editor used to only be accessible from the main menu until 0.17, so yes, there was no /editor when the original was released. And even then there wasn't any electric energy interface or infinity chests or the like. There a...
by Silari
Sat Mar 11, 2023 11:40 pm
Forum: Mods
Topic: [MOD 1.1] Need help testing unofficial Creative Mod update
Replies: 8
Views: 1224

Re: [MOD 1.1] Need help testing unofficial Creative Mod update

Never used Editor Extensions so no idea. It's Creative Mod, but (should be) faster. That's all I can say.
by Silari
Sat Mar 11, 2023 9:04 pm
Forum: Mods
Topic: [MOD 1.1] Need help testing unofficial Creative Mod update
Replies: 8
Views: 1224

[MOD 1.1] Need help testing unofficial Creative Mod update

What? I've made an unofficial update to Creative Mod to deal with some of the issues arising from how old and out of date it's code base is. For instance, the void energy type was added in 0.17, but the mod still relies on burner energy types refilled by LUA scripting to keep entities powered. The ...
by Silari
Mon Mar 06, 2023 7:58 pm
Forum: Combinator Creations
Topic: Nullius by-product trains
Replies: 7
Views: 2868

Re: Nullius by-product trains

As you can see, rather than having a single load/unloading lane that is empty 99% of the time, I have combined several stops in the same lane. I do occasionally get a little backed up when two trains happen to get summoned at the same time, but it resolves very quickly thank you rapid unloading tim...
by Silari
Sun Mar 05, 2023 3:50 pm
Forum: Ideas and Suggestions
Topic: Let Tanks Flamethrower linger on ground like the hand held
Replies: 3
Views: 656

Re: Let Tanks Flamethrower linger on ground like the hand held

Tank flamethrower was added to help clear trees, not combat. Thats why it doesn't behave the same as the handheld thrower - it's designed to not start massive, uncontrollable fires.
by Silari
Sun Feb 26, 2023 7:48 pm
Forum: Gameplay Help
Topic: Bots from personal roboports do not build it all
Replies: 5
Views: 1247

Re: Bots from personal roboports do not build it all

If you place a blueprint with more jobs than you have bots the rest will be performed by the general network if there is one. The general bots cannot take stuff from your inventory though so you are either misunderstanding what is happening or the bots that come are personal bots that you abandoned...
by Silari
Sun Feb 19, 2023 12:16 am
Forum: Modding interface requests
Topic: Restrict item storage and transportation
Replies: 7
Views: 1295

Re: Restrict item storage and transportation

Regarding chest performance: Filters on containers were added in 1.1.62 for mods to configure Added support for container entities with filters by using inventory_type = "with_bar" or "with_filters_and_bar". That's not how I interpreted that. That sounds to me like something the...
by Silari
Mon Feb 13, 2023 1:18 am
Forum: General discussion
Topic: Do mods prevent steam achievements permanently?
Replies: 5
Views: 4801

Re: Do mods prevent steam achievements permanently?

Presumably they just didn't bother making a separate way to track mod usage since they already had the list of loaded mods. And it's not like you can't just cheat by editing the game files, or the save game. Also, its just a list of things, not like it actually effects anything. There are tools to g...
by Silari
Mon Feb 13, 2023 12:49 am
Forum: General discussion
Topic: Do mods prevent steam achievements permanently?
Replies: 5
Views: 4801

Re: Do mods prevent steam achievements permanently?

The game doesn't track if mods were used on a save, only if they're currently active. Console commands get recorded permanently.

The achievement list in game will tell you if the game is using the modded list or not.
by Silari
Mon Feb 06, 2023 12:45 am
Forum: Gameplay Help
Topic: Train Limit on Train Station not working
Replies: 7
Views: 1350

Re: Train Limit on Train Station not working

After some quick testing in game I think I know what happened. Your train has already 'left' the station, thus it's not using up the 1 slot limit for the station, allowing another train to route to it. Notice its status is 'Heading to Copper Ore PU' in the station's train listing - if it was waiting...
by Silari
Fri Jan 27, 2023 1:12 am
Forum: Technical Help
Topic: [1.1.75] Crash
Replies: 26
Views: 3455

Re: [1.1.75] Crash

First step would be to dust it, then worry about thermal paste if that doesn't take care of it.
by Silari
Wed Jan 25, 2023 1:37 am
Forum: Questions, reviews and ratings
Topic: Help me find this MOD: "produce" resources
Replies: 5
Views: 1212

Re: Help me find this MOD: "produce" resources

Are you thinking of Dark Matter Replicators? Replicators can make items using just electricity, and the textures for them was basically just the vanilla lab. Resources required tier 1 replicators, more complicated items required higher tiers. https://mods.factorio.com/mod/dark-matter-replicators The...
by Silari
Sat Jan 21, 2023 6:10 pm
Forum: Technical Help
Topic: PC specs for large bases
Replies: 4
Views: 1316

Re: PC specs for large bases

graphics are not intensive and a low to mid video card is plenty.
That's not entirely true. While it generally doesn't require much power, it can use a LOT of VRAM, which low end cards generally aren't going to have. 2GB is good. If you're running mods it can use a lot more.
by Silari
Thu Jan 19, 2023 3:05 am
Forum: Modding help
Topic: Bads with adding assembling entity and crafting category
Replies: 2
Views: 619

Re: Bads with adding assembling entity and crafting category

The prototypes for boilers and assembling machines are very different - you can't just copy all the data and change the type to have it work. Boilers have their sprites defined in a structure property, assembling machines use an animation property, which have differences in how they are laid out.
by Silari
Tue Jan 17, 2023 3:57 am
Forum: Technical Help
Topic: Loading worlds from before 0.18?
Replies: 10
Views: 1431

Re: Loading worlds from before 0.18?

While the zip file does have it's own separate game data directory, it still defaults to the same user data location, so that won't help, either, unless you edit the config-path.cfg file in the game data directory first to point to a different location before even firing it up. Windows version stan...

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