Search found 5718 matches: concrete
Searched query: +concrete
- Mon Jul 21, 2025 10:34 pm
- Forum: Technical Help
- Topic: Car sounds terrible in 2.0
- Replies: 9
- Views: 829
Re: Car sounds terrible in 2.0
@EvilPLa I cannot seem to make that mod do what I want (need). Do you know of a parameter that silences just the movement over "green" terrain? (I like the other terrain sounds, such as cobblestone, concrete, ore patches, etc.)
- Sun Jul 13, 2025 3:33 pm
- Forum: Mods
- Topic: [MOD 2.0] SARS - Satisfying Alternate Recipe System
- Replies: 0
- Views: 194
[MOD 2.0] SARS - Satisfying Alternate Recipe System
... 12 iron stick
Iron Cable:
Inputs: 2 iron plate
Outputs: 3 copper cable
Steel Cable:
Inputs: 1 Steel
Outputs: 12 copper cable
Dry Concrete:
Inputs: 3 stone
Outputs: 1 concrete
"Fine Concrete:
Inputs: 3 sand ore, 12 stone
Outputs: concrete: 10
Ultra-Processed Concrete:
Inputs ...
Iron Cable:
Inputs: 2 iron plate
Outputs: 3 copper cable
Steel Cable:
Inputs: 1 Steel
Outputs: 12 copper cable
Dry Concrete:
Inputs: 3 stone
Outputs: 1 concrete
"Fine Concrete:
Inputs: 3 sand ore, 12 stone
Outputs: concrete: 10
Ultra-Processed Concrete:
Inputs ...
- Sun Jul 13, 2025 2:47 pm
- Forum: Resolved for the next release
- Topic: [2.0.55] Tile ghosts over landfill ghost hide both in map view
- Replies: 1
- Views: 239
[2.0.55] Tile ghosts over landfill ghost hide both in map view
1. I force-built concrete over water and noticed it is not appearing in map view at all. In radar coverage provided by the player.
2. Tile ghosts over landfill type ghosts hide both from map view (zoomed out) while individually landfill ghosts on water and concrete ghosts on built landfill show up as ...
2. Tile ghosts over landfill type ghosts hide both from map view (zoomed out) while individually landfill ghosts on water and concrete ghosts on built landfill show up as ...
- Thu Jul 10, 2025 5:48 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 75
- Views: 10369
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
... trivially making purely legendary products. It would be cool to have a legendary jellynut vineyard, protected by only the best with decorative concrete patterns surrounding the defensive perimeter.
The only objection to it in the WHOLE THREAD (Yes, I read every word of the whole thread), was ...
The only objection to it in the WHOLE THREAD (Yes, I read every word of the whole thread), was ...
- Sun Jul 06, 2025 6:09 pm
- Forum: Modding interface requests
- Topic: API access to player's current speed with all modifiers
- Replies: 1
- Views: 144
API access to player's current speed with all modifiers
... be adjusting the speed as well, and then finally apply my own mod's speed calculations. And this would need to be recalculated with every tick (or at least every few ticks to save performance) because the player may have crossed from, say, concrete onto grass, and now their speed is totally different.
- Tue Jul 01, 2025 10:55 pm
- Forum: Mods
- Topic: Progressive Running 2.0
- Replies: 3
- Views: 421
Progressive Running 2.0
... you're starting out walking and then accelerate into a jog, then a sprint.
This is useful in late game when you have several exoskeletons and concrete everywhere but you still want to be able to move precisely. It's also more realistic--you don't just instantly start moving at full speed in real ...
This is useful in late game when you have several exoskeletons and concrete everywhere but you still want to be able to move precisely. It's also more realistic--you don't just instantly start moving at full speed in real ...
- Tue Jun 24, 2025 12:36 pm
- Forum: Gameplay Help
- Topic: how to setup space platform station conditions combinations
- Replies: 6
- Views: 514
Re: how to setup space platform station conditions combinations
What you want is: "leave if all requests are satisfied. However, if there is not enough refined concrete to make cryogenic plants, ignore the cryogenic plant request".
I would implement this with a timeout, since it's tedious to create a condition without the possibility to use brackets to group ORed ...
I would implement this with a timeout, since it's tedious to create a condition without the possibility to use brackets to group ORed ...
- Tue Jun 24, 2025 6:44 am
- Forum: Gameplay Help
- Topic: how to setup space platform station conditions combinations
- Replies: 6
- Views: 514
Re: how to setup space platform station conditions combinations
You can just select "all requests satisfied".
That wouldn't help with the (cryogenic plant fulfilled || concrete == 0) part.
You could put the common parts into the schedule and implement the remainder (or anything that becomes unwieldy in disjunctive normal form) in combinators, e.g ...
- Tue Jun 24, 2025 12:29 am
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 48
- Views: 20874
Re: Factorio confessions
... into it because it ran out of the existing nearby ores lol. I did build a red/blue belt manufacturing plant though. That was it, aside from concrete and landfill, which i used a lot of. (and i mean a lot)
Oh i guess this is a secondary confession, but there is something deeply pleasing about ...
Oh i guess this is a secondary confession, but there is something deeply pleasing about ...
- Mon Jun 23, 2025 9:05 pm
- Forum: Gameplay Help
- Topic: how to setup space platform station conditions combinations
- Replies: 6
- Views: 514
how to setup space platform station conditions combinations
... Im trying to set the condition to leave if all of the conditions are true except for the cryogenic plants which i then want and with an or of concrete = 0 or my cryogenic plants request fulfilled.
and because that most likely made no sense this is how i would write it in code (scienceFulfilled ...
and because that most likely made no sense this is how i would write it in code (scienceFulfilled ...
- Mon Jun 23, 2025 6:45 pm
- Forum: Modding help
- Topic: Undo/redo
- Replies: 5
- Views: 476
Re: Undo/redo
... methods that emulate player actions and some methods take player params to add the action to the undo/redo stack.
If you'd like the api changed, concrete suggestions with usecases in the modding interface request subforum are the way to go about requesting that. (But don't put too high hopes into it ...
If you'd like the api changed, concrete suggestions with usecases in the modding interface request subforum are the way to go about requesting that. (But don't put too high hopes into it ...
- Sat Jun 14, 2025 6:38 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: BEHOLD! The great 14K tiles Wube Software logo
- Replies: 2
- Views: 622
BEHOLD! The great 14K tiles Wube Software logo
... of walls and I used a simple php script to base64_decode() gzip_uncompress() str_replace() entity name "stone-wall" to "small-lamp". It is working for some entities like wooden-chests or medium-electric-poles but not "concrete","hazard-concrete" or logistic chests etc. Not sure why?!
blueprint.png
blueprint.png
- Thu Jun 12, 2025 6:15 am
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 148
- Views: 20566
Re: How to upcycle?
... Your claims about your playtime doesn't change anything to me about how the mining bonus plays out in every planet, or how mass foundation and concrete allow you to plane Fulgora the same way you can plane Vulcanus when you are late game and willing to do mass legendaries.
There is no reason to ...
There is no reason to ...
- Wed Jun 11, 2025 11:39 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 148
- Views: 20566
Re: How to upcycle?
... Your claims about your playtime doesn't change anything to me about how the mining bonus plays out in every planet, or how mass foundation and concrete allow you to plane Fulgora the same way you can plane Vulcanus when you are late game and willing to do mass legendaries.
There is no reason to ...
There is no reason to ...
- Wed Jun 11, 2025 10:48 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 148
- Views: 20566
Re: How to upcycle?
... Your claims about your playtime doesn't change anything to me about how the mining bonus plays out in every planet, or how mass foundation and concrete allow you to plane Fulgora the same way you can plane Vulcanus when you are late game and willing to do mass legendaries.
There is no reason to ...
There is no reason to ...
- Wed Jun 11, 2025 8:03 pm
- Forum: Implemented mod requests
- Topic: Last placed concrete tile
- Replies: 2
- Views: 597
Re: Last placed concrete tile
I've added LuaSurface get_default_cover_tile() and set_default_cover_tile() for the next release.
- Wed Jun 11, 2025 5:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.55] Force deconstruction inconsistancy on Aquilo
- Replies: 1
- Views: 1160
Re: [Lou][2.0.55] Force deconstruction inconsistancy on Aquilo
Thank you for the report, fixed for 2.0.56.
The cause was that concrete re-freezing would cause cancellation of deconstruction.
The cause was that concrete re-freezing would cause cancellation of deconstruction.
- Wed Jun 11, 2025 4:53 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 148
- Views: 20566
Re: How to upcycle?
... of "upcycling holmium plate", passively, because you produce so many "recycler" on Fulgora, that you need scrap for their blue circuit and concrete, which yield "holmium ore" , more during a period than you need for science which is turned to plate which are "upcycled when above XXX quantity ...
- Wed Jun 11, 2025 3:07 pm
- Forum: Show your Creations
- Topic: Cursed legendary holmium plate setup
- Replies: 3
- Views: 1224
Cursed legendary holmium plate setup
... holmium ore / stone, in case one wants to make supercapacitors in space or ship legendary plates to Aquilo. Legendary EM plants / reinforced concrete / steel / blue chips are available over the flexible silo as byproducts.
0eNrtfdtuY7mu4K8c5DkJdL80MPMywDzN437baASOs6rKaMfOtp3q7mnUB8yHzI ...
0eNrtfdtuY7mu4K8c5DkJdL80MPMywDzN437baASOs6rKaMfOtp3q7mnUB8yHzI ...
- Tue Jun 10, 2025 7:18 pm
- Forum: Implemented mod requests
- Topic: Last placed concrete tile
- Replies: 2
- Views: 597
Re: Last placed concrete tile
... https://mods.factorio.com/mod/automatic-underground-pipe-connectors working using build_from_cursor instead of create_entity, I'm giving up and going back to the drawing board on using create_entity, and that means I need to figure out when and which concrete tile to place under new ghosts on Aquilo.