Search found 30 matches
- Wed Oct 23, 2024 4:18 pm
- Forum: Won't fix.
- Topic: [Rseding91] [2.0.9] If pipette tool is rebound from Q to middle mouse button it doesn't work in some new contexts
- Replies: 11
- Views: 1028
Re: [2.0.9] If pipette tool is rebound from Q to middle mouse button it doesn't work in some new contexts added with 2.0
Was going to file the same issue, but since it already exists I just add to it
- Wed May 27, 2020 4:12 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: YAFC - Factorio calculator/analyser for modded games
- Replies: 8
- Views: 15398
Re: YAFC - Factorio calculator/analyser for modded games
For beacons: Forgot to take in account the amount of modules per beacon, thanks :D (So, now the meaning is "beacon modules")
For exception: I wasn't able to reproduce with backspace, but I was able to reproduce with "left arrow", thanks
Both are fixed for the next release
BTW, I am monitoring ...
For exception: I wasn't able to reproduce with backspace, but I was able to reproduce with "left arrow", thanks
Both are fixed for the next release
BTW, I am monitoring ...
- Wed May 27, 2020 11:24 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: YAFC - Factorio calculator/analyser for modded games
- Replies: 8
- Views: 15398
Re: YAFC - Factorio calculator/analyser for modded games
I think the standard should be "compatible with data.raw"
Even if it is json
so the result will be {raw:{item:{"electronic-circuit":{...}...}...}
So the format would be well-documented on Factorio wiki, and new fields will have well-known names
And also the parser could be reused both ways (just ...
Even if it is json
so the result will be {raw:{item:{"electronic-circuit":{...}...}...}
So the format would be well-documented on Factorio wiki, and new fields will have well-known names
And also the parser could be reused both ways (just ...
- Tue May 26, 2020 10:12 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: YAFC - Factorio calculator/analyser for modded games
- Replies: 8
- Views: 15398
Re: YAFC - Factorio calculator/analyser for modded games
Probably the reason is this looks like a quite simple task while it actually not at all because mods are relying on every implementation detail there is and crash when it changes.
However, I think I have advanced one of the fathest. I even have custom Lua build that emulates changes to Factorio ...
However, I think I have advanced one of the fathest. I even have custom Lua build that emulates changes to Factorio ...
- Sat May 23, 2020 4:20 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: YAFC - Factorio calculator/analyser for modded games
- Replies: 8
- Views: 15398
YAFC - Factorio calculator/analyser for modded games
After playing a bunch of Pyanodon and struggling with its deeply recursive recipes when Helmod were not enough, I have decided to make my own calculator / analyser tool. As usual it took a lot longer than expected (almost 2 months) but it was a lot of fun!
https://github.com/ShadowTheAge/yafc/raw ...
https://github.com/ShadowTheAge/yafc/raw ...
- Mon Apr 24, 2017 8:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] First train tutorial logic error
- Replies: 1
- Views: 3080
[0.15.0] First train tutorial logic error
I've moved a bit before starting the tutorial and got the following result:
- Sat Dec 24, 2016 9:58 am
- Forum: Maps and Scenarios
- Topic: [0.14] Scenario: Build a rocket-launching base on a platform
- Replies: 18
- Views: 22249
Re: [0.14] Scenario: Build a rocket-launching base on a platform
1. They were intended as an option to feed boilers. I decided to not add additional items for the 0.14 version, but this feedback is helpful for the future 0.15 version. I also think I will add accumulators. to help covering energy consumption spikes.
2. This is a bug, and it has broken on a newer ...
2. This is a bug, and it has broken on a newer ...
- Fri Dec 23, 2016 9:37 am
- Forum: Maps and Scenarios
- Topic: [0.14] Scenario: Build a rocket-launching base on a platform
- Replies: 18
- Views: 22249
Re: [0.14] Scenario: Build a rocket-launching base on a platform
WOW you have a lot of free space for such a good score. Looks like i have greatly underestimated the power of speed modules (I thought that their power costs more space than saves)
About the animation counting towards the score - ... that's an interesting feedback, I've used the same event for ...
About the animation counting towards the score - ... that's an interesting feedback, I've used the same event for ...
- Tue Dec 20, 2016 3:46 pm
- Forum: Maps and Scenarios
- Topic: [0.14] Scenario: Build a rocket-launching base on a platform
- Replies: 18
- Views: 22249
Re: [0.14] Scenario: Build a rocket-launching base on a platform
What's your current score? My best was 64:55 http://i.imgur.com/Q9KYpY6.png
EDIT: I have increased oil input and immediately got better result (64:36). Uploading it in a moment.
EDIT2: Uploaded new version, updated images. However, updating scenario does not update it in your saves. You will need a ...
EDIT: I have increased oil input and immediately got better result (64:36). Uploading it in a moment.
EDIT2: Uploaded new version, updated images. However, updating scenario does not update it in your saves. You will need a ...
- Tue Dec 20, 2016 12:00 pm
- Forum: Maps and Scenarios
- Topic: [0.14] Scenario: Build a rocket-launching base on a platform
- Replies: 18
- Views: 22249
Re: [0.14] Scenario: Build a rocket-launching base on a platform
Yeah, I have screwed up the calculation of oil, forgot to factor in solid fuel requirements :(
I don't know what is better - leave it as-is to keep previous scores actual, or change to make a tiny chance of sub-hour possibility
This will be definitely fixed for 0.15 - maybe with platform increase ...
I don't know what is better - leave it as-is to keep previous scores actual, or change to make a tiny chance of sub-hour possibility
This will be definitely fixed for 0.15 - maybe with platform increase ...
- Thu Dec 08, 2016 9:47 pm
- Forum: Mods
- Topic: [0.14.20+] Searge's Mod Pack (v2.5.2) updated 2016-12-16
- Replies: 61
- Views: 51719
Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29
I have also found that cordite require heavy oil
- Sun Nov 13, 2016 10:36 am
- Forum: Maps and Scenarios
- Topic: [0.14] Scenario: Build a rocket-launching base on a platform
- Replies: 18
- Views: 22249
[0.14] Scenario: Build a rocket-launching base on a platform
Ouch! You are trapped in a some sort of factorissimo building! The only way out is to build a rocket to blow the ceiling, but the space is very limited!
Not only so, you also need to launch it fully automatically, including smelting, power and satellite building, without manual help. When the ...
Not only so, you also need to launch it fully automatically, including smelting, power and satellite building, without manual help. When the ...
- Sat Nov 05, 2016 2:19 pm
- Forum: Not a bug
- Topic: [0.14.19] LuaEntity.rocket_parts cannot be set to 0
- Replies: 1
- Views: 1169
[0.14.19] LuaEntity.rocket_parts cannot be set to 0
I've encountered two bugs at once while making custom scenario.
Bug #1
LuaEntity.rocket_parts cannot be set to 0
The error states "Amount has to be greater than 0", making it impossible to clear a rocket silo from rocket parts through LUA
Bug #2
It is possible that LUA error message locks the ...
Bug #1
LuaEntity.rocket_parts cannot be set to 0
The error states "Amount has to be greater than 0", making it impossible to clear a rocket silo from rocket parts through LUA
Bug #2
It is possible that LUA error message locks the ...
- Sun May 29, 2016 10:07 am
- Forum: Mods
- Topic: [MOD 0.12.x] Unstable ground
- Replies: 27
- Views: 22768
Re: [MOD 0.12.x] Unstable ground
Try this altered version
Here you can build concrete over tiles other then stone and water but you can't build buildings over concrete
It is not very flavourful (why can't you build over concrete?) so I am not making this version as master. Maybe I will add this as option. But I need to test it ...
Here you can build concrete over tiles other then stone and water but you can't build buildings over concrete
It is not very flavourful (why can't you build over concrete?) so I am not making this version as master. Maybe I will add this as option. But I need to test it ...
- Sat May 07, 2016 12:06 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 87607
Re: Friday Facts #137 - The release scarecrow
I dislike the inserter nerf
1. I often use a lot of trains on a same station that supply different resources. So I need to unload them with smart inserters (to filter items). Now - very slow.
2. I often make "manufactures" where I produce complex component from simple input by transfering ...
1. I often use a lot of trains on a same station that supply different resources. So I need to unload them with smart inserters (to filter items). Now - very slow.
2. I often make "manufactures" where I produce complex component from simple input by transfering ...
- Thu May 05, 2016 11:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Unstable ground
- Replies: 27
- Views: 22768
Re: [MOD 0.12.x] Unstable ground
Hello everyone! Thanks for your feedback!
The idea of the mod is to enforce some base building restrictions on a player as an additional challenge, and not just to increase building cost by forcing him to place stone/concrete underneath. I like challenges (if that's not time challenges) and that is ...
The idea of the mod is to enforce some base building restrictions on a player as an additional challenge, and not just to increase building cost by forcing him to place stone/concrete underneath. I like challenges (if that's not time challenges) and that is ...
- Tue Apr 26, 2016 10:07 am
- Forum: Mods
- Topic: [MOD 0.12.x] Unstable ground
- Replies: 27
- Views: 22768
Re: [MOD 0.12.x] Unstable ground
I have some iterations through the generation settings. Third screenshot is form the older generator (that's when i have started bob's mods player playthrough with a friend)
There were two issues: first, some patches were very fragmented (without control). Second, starting area sometimes had huge ...
There were two issues: first, some patches were very fragmented (without control). Second, starting area sometimes had huge ...
- Sat Apr 23, 2016 9:35 am
- Forum: Mods
- Topic: [MOD 0.12.x] Unstable ground
- Replies: 27
- Views: 22768
Re: [MOD 0.12.x] Unstable ground
Yeah, kind of
Harvest resources outside and bring them inside to process
You don't need to worry about the worm and competitors though

You don't need to worry about the worm and competitors though

- Fri Apr 22, 2016 7:50 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Unstable ground
- Replies: 27
- Views: 22768
Re: [MOD 0.12.x] Unstable ground
You can place concrete over platforms only
It is restrictive. But you have infinite space to explore and platforms to build on.
It is even okay with bob's mods (which has three times longer production chains)
You just need to specialize your bases and move components with belts (and later trains)
It is restrictive. But you have infinite space to explore and platforms to build on.
It is even okay with bob's mods (which has three times longer production chains)
You just need to specialize your bases and move components with belts (and later trains)
- Fri Apr 22, 2016 12:19 am
- Forum: Mods
- Topic: [MOD 0.12.x] Unstable ground
- Replies: 27
- Views: 22768
[MOD 0.12.x] Unstable ground
Unstable ground
Info:
Most production buildings could be built only on special pre-generated platforms
Name: Unstable ground
Latest Release: v0.1, April 22, 2016
Factorio Version: 0.12.29
Download: Attachment or Mirror (MediaFire)
License: MIT
Tags: Base building restrictions ...
Info:
Most production buildings could be built only on special pre-generated platforms
Name: Unstable ground
Latest Release: v0.1, April 22, 2016
Factorio Version: 0.12.29
Download: Attachment or Mirror (MediaFire)
License: MIT
Tags: Base building restrictions ...