Search found 85 matches

by BrainGamer_
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...
by BrainGamer_
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...
by BrainGamer_
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 :lol:

(2024-08-02 12:20 CEST)
by BrainGamer_
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 ...
by BrainGamer_
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...
by BrainGamer_
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...
by BrainGamer_
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.
by BrainGamer_
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...
by BrainGamer_
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
by BrainGamer_
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...
by BrainGamer_
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...
by BrainGamer_
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...
by BrainGamer_
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:...
by BrainGamer_
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...
by BrainGamer_
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...
by BrainGamer_
Sat Jun 29, 2024 1:22 am
Forum: Ideas and Suggestions
Topic: Mods should have better control over versions
Replies: 9
Views: 758

Re: Mods should have better control over versions

Cribbit wrote: ↑
Fri Jun 28, 2024 10:27 pm
This is what players get on a mod update right now. No changelog. I should've realized the high # of changed recipes and sought it out tho
Mod changelogs exist where you actually update mods and even before you choose to update the mod

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by BrainGamer_
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...
by BrainGamer_
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

Koub wrote: ↑
Fri Jun 21, 2024 12:11 pm
[Koub] Implemented in 2.0 yay \o/ :
https://factorio.com/blog/post/fff-416
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?

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