Search found 85 matches
- Mon Sep 23, 2024 5:27 am
- Forum: General discussion
- Topic: Factorio v1.1 Life after v2.0 Release
- Replies: 12
- Views: 939
Re: Factorio v1.1 Life after v2.0 Release
How about online services for v1, will that keep working? Stuff like master server and mod portal. Yes? You can use the mod portal all the way back to 0.13 mods. Just don't expect many mod authors to keep updating 1.1 mods after they ported their mods to 2.0. And for the matchmaking server I'm expe...
- Wed Aug 07, 2024 2:46 pm
- Forum: Questions, reviews and ratings
- Topic: What mods are you using - and why?
- Replies: 11
- Views: 1195
Re: What mods are you using - and why?
I got some more mods for you (shamlessly including some of my own mods) Constructron-Continued - Automated Spidertrons that will go and build/repair/deconstruct/upgrade entities you mark all over your map. No more huge roboport network needed! Blueprint Shotgun - Build blueprints by shooting entitie...
- Sun Aug 04, 2024 3:49 pm
- Forum: Modding help
- Topic: Storing Custom Metadata on Entities
- Replies: 6
- Views: 526
- Fri Aug 02, 2024 10:18 am
- Forum: Resolved Requests
- Topic: new stable docs link is a 404
- Replies: 1
- Views: 184
new stable docs link is a 404
I like the addition of stable / experimental to the doc version selection!
Only issue is that https://lua-api.factorio.com/stable/ returns as a 404
(2024-08-02 12:20 CEST)
Only issue is that https://lua-api.factorio.com/stable/ returns as a 404
(2024-08-02 12:20 CEST)
- Wed Jul 31, 2024 11:07 pm
- Forum: Documentation Improvement Requests
- Topic: machine-readable docs builtin type inconsistent
- Replies: 0
- Views: 151
machine-readable docs builtin type inconsistent
The runtime JSON format states the following about the "builtin" type in the Concept member: The type of the concept. Either a proper Type , or the string "builtin" , indicating a fundamental type like string or number . This reads to me as if a builtin type would be represented ...
- Mon Jul 29, 2024 8:21 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 19692
Re: Friday Facts #421 - Optimizations 2.0
merging things like accumulators or solars into one bulk entity so only one memory value needs to be changed (as long as they have identical charge levels and such) this is in fact already a thing which is how solar power is so UPS efficient The solar panels and accumulators are now merged in the e...
- Mon Jul 29, 2024 8:15 pm
- Forum: Modding discussion
- Topic: Limiting prototype names in 2.0
- Replies: 4
- Views: 636
Re: Limiting prototype names in 2.0
I also favour adding this third restriction. Since I do have a somewhat complete list of all IDs used by mods (and their collisions) I thought I'll quickly check how many violations with the third rule there would be. As of 2024-07-29 there are 148 mods breaking it. 7seg A_Total_Automization_Illy_Va...
- Mon Jul 29, 2024 5:57 pm
- Forum: Ideas and Requests For Mods
- Topic: lubricant not required for express belts
- Replies: 3
- Views: 899
Re: lubricant not required for express belts
you can use the recipe tweaker mod to modify any recipe in the game: https://mods.factorio.com/mod/recipe-tweaker
no need to make a mod yourself in this case.
no need to make a mod yourself in this case.
- Mon Jul 29, 2024 4:23 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 19692
Re: Friday Facts #421 - Optimizations 2.0
The idea would be that If you have then more than one electricity network, each network can be handeld by one separate thread / core independently. Devs really did a great job in optimizing the logic but more multi threading would be really nice, if possible.. read the FFF again. They did manage to...
- Sun Jul 28, 2024 3:47 pm
- Forum: Won't fix.
- Topic: [raiguard][1.1.109][Linux/Wayland/KDE Plasma] Desktop cursor theme is not respected
- Replies: 2
- Views: 362
Re: [raiguard][1.1.109][Linux/Wayland/KDE Plasma] Desktop cursor theme is not respected
I can confirm that I can reproduce this.
Distro: NixOS 24.11pre646099.00d80d13810d (Vicuna) x86_64
DE: Plasma 6.1.1
KDE Frameworks Version: 6.3.0
Qt Version: 6.7.2
Kernel: 6.6.36
Distro: NixOS 24.11pre646099.00d80d13810d (Vicuna) x86_64
DE: Plasma 6.1.1
KDE Frameworks Version: 6.3.0
Qt Version: 6.7.2
Kernel: 6.6.36
- Thu Jul 25, 2024 10:20 am
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 159
- Views: 63551
- Sat Jul 20, 2024 4:34 am
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 22063
Re: Friday Facts #420 - Fusion Reactor
Base power: fusion 40MW, fission 100MW Number of average adjacent reactors in ideal (near-infinite) setup: fusion 3(+300%), fission 4 (+400%) Average energy generated per reactor: fission 160MW, fusion 500MW You mixed up fusion and fission in a couple places here Base power: fission 40MW, fusion 10...
- Thu Jul 18, 2024 8:35 am
- Forum: Outdated/Not implemented
- Topic: Removing the Spidertron "screen jitter" on moving around.
- Replies: 29
- Views: 4053
Re: Removing the Spidertron "screen jitter" on moving around.
Technically, setting SpiderVehiclePrototype.html::torso_bob_speed to 0 should stop the wobbling. torso_bob_speed is not affecting the camera location at all, its just an animation of the spider-vehicle torso bobbing up and down over time (all the time). The actual position of the spider-vehicle doe...
- Sun Jul 14, 2024 12:39 pm
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 614
Re: Mod loading order confusion
Exceptions to the no modification rule include: Minor bug fixes/tweak for compatabillity reasons, such as altering the dependancies line in info.json to force a load order in a modpack. The way I understand this, a fork that duplicates the complete mod, adds a new dependency, and conflicts with the...
- Thu Jul 11, 2024 8:18 pm
- Forum: Technical Help
- Topic: Factorio regularly stops responding
- Replies: 3
- Views: 466
Re: Factorio regularly stops responding
you could try and attach gdb and get stack traces to see where factorio might be stuck. Might be a similar problem as I have (had (?)) here: https://forums.factorio.com/113899 (need to test and verify that disabling the steam overlay did infact "fix" it). Other issue that might be related:...
- Wed Jul 10, 2024 6:15 pm
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 614
Re: Mod loading order confusion
The game gives all active mods an order that takes into account their dependencies first and their internal names second. This order determines the load sequence of mods at game startup, as well as the order in which events are sent during runtime. Specifically, the depth of each mod's dependency c...
- Sat Jul 06, 2024 6:28 pm
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 164
- Views: 38565
Re: Friday Facts #418 - Space Age release date
You have to remember, that the "expensive" mode in general is being moved to a separate mode at minimum, and since there were no further news on it, I could imagine it disappearing completely. Expensive "mode" is being removed and turned into its own separate mod that you can en...
- Sat Jun 29, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: Mods should have better control over versions
- Replies: 9
- Views: 758
- Sun Jun 23, 2024 3:37 pm
- Forum: Implemented in 2.0
- Topic: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
- Replies: 23
- Views: 5236
Re: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
My reasoning was that with the way pipes and tanks will be merged into segments, the issue described by OP should disappear, Am I wrong ? The issue described by the initial OP probably disappears yeah, but the other merged suggestion is not really. Being able to connect wires to a tank that will no...
- Sat Jun 22, 2024 7:59 pm
- Forum: Implemented in 2.0
- Topic: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
- Replies: 23
- Views: 5236
Re: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
I don't see where the FFF mentions the capability to connect circuit wires to pipes to read the fill level? I guess you'd have to abuse storage tanks for this still?Koub wrote: βFri Jun 21, 2024 12:11 pm[Koub] Implemented in 2.0 yay \o/ :
https://factorio.com/blog/post/fff-416