Something that just came to my mind. Maybe you can rename the different force modes, so their names better fit their functions.
"Force Mode" => "Ignore environment/terrain"
"Super Force Mode" => "Ignore buildings" or "Ignore everything"
Search found 26 matches
- Sat Nov 04, 2023 2:49 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 29463
- Fri Nov 03, 2023 9:26 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 29463
Re: Friday Facts #383 - Super force building
@kovarex @klonan
I just wanted to say i love you. Marry me. Both of you. <3
Just kidding, i love you all at Wube, you are just awesome.
You just published one of my most-wanted features of all time!
I just wanted to say i love you. Marry me. Both of you. <3
Just kidding, i love you all at Wube, you are just awesome.
You just published one of my most-wanted features of all time!
- Sat Sep 02, 2023 5:22 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42295
Re: Mitigation for robot pathing over lakes
Re: Mitigation for robot pathing over lakes Over the past few years, I have had some thoughts of my own about this, which I would like to share: Initially: - The robot should anticipate, if it is able to fly to its target with full speed. -> if it is not able to do so, go for strategy A. -> If it i...
- Thu Apr 21, 2022 3:42 pm
- Forum: Technical Help
- Topic: Best CPU
- Replies: 8
- Views: 3516
Which CPU is best for Factorio?
Hey guys, I'm about to buy a new computer, so i have free choice of my next CPU and i wondered what is the best CPU available for a maximum UPS in Factorio? Is it a i9-12900K (provides 24 threads) ? Or even a Ryzen Threadripper Pro 5995WX (provides 128 threads) ? The secondary question here is how m...
- Thu Apr 21, 2022 9:26 am
- Forum: Ideas and Suggestions
- Topic: New train cars visualization quantity with signals & train stations
- Replies: 13
- Views: 4288
Re: New train cars visualization quantity with signals & train stations
I would really love to have this. Never counting cars by hand again.
- Thu Apr 21, 2022 9:04 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7658
Chests export the number of free slots
TL;DR Make a new entry "Read free inventory slots" under "Circuit connection" and return this as a multiple of letter "F". https://i.ibb.co/B63Z0N3/8.png What ? When building train bases it's a common example, that you fill some boxes with ressources (like ores) by tra...
- Wed Feb 23, 2022 4:45 pm
- Forum: Energy Production
- Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
- Replies: 12
- Views: 6752
Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
I just finished a land-only version for you land-fill haters :P https://i.ibb.co/bQhL8S6/vs-land1.png 0eNqlnd1uXUeSpV9F4DVVs/M/0+i6GGDueroH6B50X7iFASXRNlEyKVBkVRcKfvc51B+3rbNixxe6sbtV1jorIjNyr4yIzPzHxet3j9fv729uHy5++MfF2+sPb+5v3j/c3N1e/HDxv67vb/56/fbFT/d3v754ffXh+sVfr+8/nP63F//yz/VP/3X7n1cP1/cvXj/+9...
- Wed Feb 23, 2022 1:51 pm
- Forum: Energy Production
- Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
- Replies: 12
- Views: 6752
Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
I just double-checked your blueprint again and it still doesn't start at night. Tbh i don't see the point in building it that way. Why don't you simply use a power-oneway to a seperated and buffered circuitry for the inserters? At least for my linear reactor chain it would be way more feasible to bu...
- Sat Dec 04, 2021 11:14 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 50
- Views: 19131
Re: Add support for zooming and havigating plueprint preview
I was just about to suggest something similar, so +1 on this.
- Sat Nov 20, 2021 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 7020
Re: Biters using themselves as landfill
Alright, the other suggestion got posted over a year ago. So i guess you wont implement it.
But still, you guys do a d**n good job and i love factorio. <3
But still, you guys do a d**n good job and i love factorio. <3
- Sun Nov 14, 2021 3:02 pm
- Forum: Ideas and Suggestions
- Topic: (minable) beach tiles around water areas
- Replies: 1
- Views: 1069
(minable) beach tiles around water areas
TL;DR Convert terrain next to water tiles into "beach" tiles and let that beach tiles be minable, which converts them into water. Also look at my other suggestion, which is strongly related to this one. I splitted the topics to keep the board/thread structure tidy. ;) https://forums.facto...
- Sun Nov 14, 2021 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 7020
Let biters overcome small distances of water
TL;DR Let biters overcome water like ants do. One biter sacrifices itself to "bridge" a water tile and others can walk over its back like over regular terrain. Also look at my other suggestion, which is strongly related to this one. I splitted the topics to keep the board/thread structure...
- Thu Nov 04, 2021 6:12 pm
- Forum: Energy Production
- Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
- Replies: 12
- Views: 6752
Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
In this screenshot https://forums.factorio.com/download/file.php?id=63990 every single reactor has it's own load control + some indication lights + backup power in the inner circle Ok, do you have some blueprint you could send me? Then i try to adapt it to my reactor. https://factorioprints.com/vie...
- Tue Nov 02, 2021 11:19 am
- Forum: Ideas and Suggestions
- Topic: Being able to move map tags once placed
- Replies: 22
- Views: 7247
Re: Being able to move map tags once placed
+1
I need that frequently when i plan the rough concept of a new base/build/whatever, so being able to move tags around would be a fantastic tool for me.
I need that frequently when i plan the rough concept of a new base/build/whatever, so being able to move tags around would be a fantastic tool for me.
- Sat Mar 27, 2021 5:02 pm
- Forum: Pending
- Topic: [1.1.30] Trains are changing colors by themselves
- Replies: 1
- Views: 924
[1.1.30] Trains are changing colors by themselves
I always color all of my trains like this: https://i.ibb.co/0c0ZD9R/train1.png (R=0, G=128, B=255) But after some time of playing/saving/loading, almost all of my trains are colored like this: https://i.ibb.co/Cvk3MPC/train2.png (R=255, G=128, B=0) without me changing any colors of course. I don't t...
- Sun Mar 14, 2021 6:13 pm
- Forum: Modding help
- Topic: Casting entities to specific classes
- Replies: 9
- Views: 2349
Re: Casting entities to specific classes
No no, haha. The user will be able to choose between energy_sources, i doubt someone is able to do so in 60 FPS. Besides that, i only check for changes per tick and update/replace when needed, not every tick. But i think it's easier for me to split buildings in parts and every part has its own Proto...
- Sun Mar 14, 2021 9:08 am
- Forum: Modding help
- Topic: Casting entities to specific classes
- Replies: 9
- Views: 2349
Re: Casting entities to specific classes
Yeah i see, so Prototypes and LuaEntities are similar to classes and instances (in like C# or similar). The workaround i could imagine would be defining "custom"-properties, which are then forced to be added to those changable properties inside the created Entities itself. If thats possibl...
- Sun Mar 14, 2021 8:42 am
- Forum: Modding help
- Topic: Casting entities to specific classes
- Replies: 9
- Views: 2349
Re: Casting entities to specific classes
Do i understand this right that if i got like 200 different "energy_source"s, i need to define 200 different Prototypes and there is no chance of changing this for one specific instance (entity) of that Prototype? So if i try to change different Properties with i.e. 200, 50 and 100 differe...
- Sun Mar 14, 2021 8:18 am
- Forum: Modding help
- Topic: Casting entities to specific classes
- Replies: 9
- Views: 2349
Re: Casting entities to specific classes
Ok, so properties like "energy_source" doesn't exist anymore in control stage? How do i change those then?
- Sun Mar 14, 2021 8:06 am
- Forum: Modding help
- Topic: Casting entities to specific classes
- Replies: 9
- Views: 2349
Casting entities to specific classes
Hello everyone, i just started modding and i wondered, if i get an entity, i.e. like this: local function onPlaceEntity(entity) local ent1 = entity end script.on_event(defines.events.on_built_entity, function(event) onPlaceEntity(event.created_entity) end, filters) How do i cast it to a specific der...