Damn, that is cool.
+1
Search found 105 matches
- Sun Sep 28, 2025 7:39 am
- Forum: Modding interface requests
- Topic: Adding draw_as_glow to FluidPrototype
- Replies: 2
- Views: 170
- Sun Sep 28, 2025 6:03 am
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 20
- Views: 2128
Re: A idea to handle gleba problem
basic factory cost for Electronic Cricuit is 280ore, while Bioflux is 3Egg+462.5ore
LoL. Then Vulcanus is a god of difficulty, because by your brilliant method you need to add cost of 4 foundries. Do not forget to add cost of whole oil setup, necessary to get lubricant for crafting these ...
- Sat Sep 27, 2025 5:51 pm
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 20
- Views: 2128
Re: A idea to handle gleba problem
This is recipe to kickstart iron bacteria production in case it was stopped by whatever reason. Once you have got your first bacteria, you stop this recipe and switch to main cycle. Which costs 0.26F per ore. So it is not correct to say that in vanilla iron ore costs 15F.
The whole point is ...
- Sat Sep 27, 2025 4:57 pm
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 9
- Views: 422
Re: Disable quality chances per item in a recipes results
In currently version we can use "RecipePrototype::allow_quality" to disable it, tho I tend to agree it should also have a parameter in product entry...
I mean just like machine innative productivity is unaffected by "RecipePrototype::allow_productivity", machines with innative quality will be also ...
I mean just like machine innative productivity is unaffected by "RecipePrototype::allow_productivity", machines with innative quality will be also ...
- Fri Sep 26, 2025 8:38 pm
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 20
- Views: 2128
Re: A idea to handle gleba problem
But I thought more in comparison with the other planets, and I think it's worth noting that you can't get industry started on the other planets either without getting their special things going too: on Vulcanus you have to get a foundry going to process lava, and on Fulgora you have to get your ...
- Fri Sep 26, 2025 8:08 pm
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 20
- Views: 2128
Re: A idea to handle gleba problem
What? In vanilla without modules it costs 0.26 fruit per iron ore and 1.21 fruit per bioflux. And there is nothing common between bioflux and LDS.
1F=6jelly(with biochamber)=15% iron ore(with biochamber), 1/0.15 ~=6.67 , that is 6.67F pre ore, How you get that 0.26F?
You mean 1.21/5= 0.26? that ...
- Fri Sep 26, 2025 5:36 pm
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 20
- Views: 2128
Re: A idea to handle gleba problem
Regarding balancing... in vanilla space age, it averages 60 jelly / 30 mash to produce a bacteria from scratch, so you're definitely making it a lot cheaper.
In gleba , it is better to just use Fruit(F) as unit, in vanilla so it is 15F->Iron Ore, it is really terrible, Bioflux aka LDS of Gleba ...
- Thu Sep 25, 2025 4:02 pm
- Forum: Ideas and Suggestions
- Topic: Agricultural tower should show its contents when hovering over
- Replies: 0
- Views: 102
Agricultural tower should show its contents when hovering over
I dont know how many times I just go to remote view just to check the Agricultural tower content within view.
- Wed Sep 24, 2025 6:21 pm
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 20
- Views: 2128
Re: A idea to handle gleba problem
After some trys with any planet start with strangers, I have gathered some reaction and thoughts, that is my old system is still too complex , having spoilage on the creation recipe is a massive burden that require player make some spoilage, which is not exactly what I wanted; And forced biochamber ...
- Fri Sep 19, 2025 9:03 pm
- Forum: Implemented mod requests
- Topic: Add a custom/scriptable TechnologyTrigger
- Replies: 9
- Views: 734
Type impossible for TechnologyTrigger
I think modder can just manually implement their research trigger, all they need actually just a localization key for them to display any requirement they want :/
ImpossibleTechnologyTrigger Loaded when the type is "impossible ".
type :: "impossible"
trigger_description (*optional ...
ImpossibleTechnologyTrigger Loaded when the type is "impossible ".
type :: "impossible"
trigger_description (*optional ...
- Fri Sep 19, 2025 8:41 pm
- Forum: Modding help
- Topic: How to add a mineable fluid resource that only spawns one entity per patch?
- Replies: 4
- Views: 346
Re: How to add a mineable fluid resource that only spawns one entity per patch?
In vanilla, we use EntityPrototype.map_generator_bounding_box to indirectly limit how much it can be created in a patch.
- Fri Sep 19, 2025 8:36 pm
- Forum: Resolved Requests
- Topic: How to use research progress product
- Replies: 8
- Views: 999
Re: How to use research progress product
If anyone wonder, yes, the amount and types must be exactly the same,
Lets said if you have assembler that produce research progress product of red science and your labs only have green science,
then you still can NOT research "solar energy".
Tbh I glad it gor removed, added it to every early game ...
Lets said if you have assembler that produce research progress product of red science and your labs only have green science,
then you still can NOT research "solar energy".
Tbh I glad it gor removed, added it to every early game ...
- Fri Sep 19, 2025 8:32 pm
- Forum: Modding interface requests
- Topic: surface_conditions For Tile prototype
- Replies: 5
- Views: 378
Re: surface_conditions For Tile prototype
The nuke spawns entities which spawn tiles and checks the surface conditions on the entities. What is the reason the modded nuke can't use that?
It is not item "atomic-bomb" cannot be used;
It is not tile "nuclear-ground" creation cannot be controlled;
What I mean is buildable tile without ...
- Fri Sep 19, 2025 7:24 pm
- Forum: Assigned
- Topic: [Genhis][2.0.66] Cloud make everything darker even if lamps are lit.
- Replies: 2
- Views: 351
Re: Cloud make everything darker even if lamps are lit.
This is what cloud will do ( with bigger cloud mod ):
and this is what it will be like in the night:
It should be more like the night instead of just turn black.- Fri Sep 19, 2025 7:01 pm
- Forum: Modding interface requests
- Topic: surface_conditions For Tile prototype
- Replies: 5
- Views: 378
Re: surface_conditions For Tile prototype
What would this do for nuke explosions that the combination of https://lua-api.factorio.com/latest/prototypes/EntityPrototype.html#surface_conditions and https://lua-api.factorio.com/latest/types/CreateEntityTriggerEffectItem.html#check_buildability doesnt already do as demonstrated on the vanilla ...
- Fri Sep 19, 2025 6:37 pm
- Forum: Assigned
- Topic: [Genhis][2.0.66] Cloud make everything darker even if lamps are lit.
- Replies: 2
- Views: 351
[Genhis][2.0.66] Cloud make everything darker even if lamps are lit.
What did you do?
I make a mod make gleba cloud bigger and denser: ( https://mods.factorio.com/mod/gleba_bigger_clouds ),
But as I try to fix the biochamber lighting issue under the cloud, I realize lamps also have such issue :/
What happened?
Lamp that "Always On" gets darker under the cloud ...
I make a mod make gleba cloud bigger and denser: ( https://mods.factorio.com/mod/gleba_bigger_clouds ),
But as I try to fix the biochamber lighting issue under the cloud, I realize lamps also have such issue :/
What happened?
Lamp that "Always On" gets darker under the cloud ...
- Fri Sep 19, 2025 6:27 pm
- Forum: Modding interface requests
- Topic: surface_conditions For Tile prototype
- Replies: 5
- Views: 378
surface_conditions For Tile prototype
I mean it is really awkward if we nuke the gleba soil and created nuclear ground or some new glrba biome get added by other mod, the current soil everywhere mod would just unplacable on those new tiles, or else yumako in aquilo :/
- Fri Sep 19, 2025 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Spoilage Tint?
- Replies: 2
- Views: 287
Re: Spoilage Tint?
Half of it is, Half of it isn't, Factorio in the most part really can be play with alt-mode off, but spoilage is just a weird exception.
- Fri Sep 19, 2025 6:15 pm
- Forum: Ideas and Suggestions
- Topic: Request: It's been almost a year, can we have the New elements added via DLC stuff without Space age?
- Replies: 2
- Views: 513
Re: Request: It's been almost a year, can we have the New elements added via DLC stuff without Space age?
It is trivially simple (SIMPLE, NOT EASY) just by remove incompatible mark in overhaul mods' info.json, and fix all the conflicting bugs like try to edit technology effects by directly indexing while space age removed or moved recipe into another technology etc, To me it is more like the overhaul ...
- Tue Sep 16, 2025 11:19 am
- Forum: Implemented Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 35
- Views: 4962
Re: Train condition progress should look clearer when at 100%
How about add a border? so it can be see by colorblind people too.