Search found 17 matches
- Tue Jan 28, 2025 1:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.31 Mods] The game turns every single mod in your modlist on if it encounters a hard error
- Replies: 2
- Views: 557
Re: [Rseding91] [2.0.31 Mods] The game turns every single mod in your modlist on if it encounters a hard error
Nice. This was quite annoying but I still never bothered reporting it. Thanks for fixing.
- Tue Jan 28, 2025 1:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Rocket part ingredients won't be inserted if they have the "spoil-result" flag
- Replies: 5
- Views: 1064
Re: [Rseding91] [2.0.22] Rocket part ingredients won't be inserted if they have the "spoil-result" flag
Nice how this went from "you can't do that" to "fixed". Thank you
- Fri Jan 17, 2025 8:09 pm
- Forum: Won't implement
- Topic: [2.0]Add prototype-level rocket carry capacity
- Replies: 32
- Views: 2837
Re: [2.0]Add prototype-level rocket carry capacity
I'll add my +1 anyway
- Mon Dec 09, 2024 6:05 pm
- Forum: Modding interface requests
- Topic: Allow modules to effect other pollutant types than Nauvis "pollution"
- Replies: 1
- Views: 137
Allow modules to effect other pollutant types than Nauvis "pollution"
It seems that the module effect "pollution" only changes the Nauvis pollution of machines. Other airborne pollutants are not effected. It would be nice to have modules that reduce all kinds of pollution. It would be even nicer to be able to select which pollutant types are effected (e.g. think of a ...
- Thu Dec 05, 2024 9:35 am
- Forum: Modding help
- Topic: Handling spoil results in labs when the spoil result is a science pack
- Replies: 1
- Views: 364
Handling spoil results in labs when the spoil result is a science pack
Hi all,
so I made a mod where science packs spoil into other science packs. It seemed like a fun idea to me to let all sciences spoil into each other until you end up with automation science pack spoiling into wood. When a science spoils into another science while in a lab, it will be moved to the ...
so I made a mod where science packs spoil into other science packs. It seemed like a fun idea to me to let all sciences spoil into each other until you end up with automation science pack spoiling into wood. When a science spoils into another science while in a lab, it will be moved to the ...
- Wed Nov 27, 2024 11:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Rocket part ingredients won't be inserted if they have the "spoil-result" flag
- Replies: 5
- Views: 1064
[Rseding91] [2.0.22] Rocket part ingredients won't be inserted if they have the "spoil-result" flag
I made this mod: https://mods.factorio.com/mod/hot-metals
It changes LDS to be a spoil result of hot LDS when crafted in the foundry.
This adds the "spoil-result" flag to the LDS item automatically, triggering the behavior that LDS won't be inserted as rocket part ingredient anymore.
Adding just ...
It changes LDS to be a spoil result of hot LDS when crafted in the foundry.
This adds the "spoil-result" flag to the LDS item automatically, triggering the behavior that LDS won't be inserted as rocket part ingredient anymore.
Adding just ...
- Fri Nov 22, 2024 2:04 pm
- Forum: Modding interface requests
- Topic: [2.0.14] Add more ways for quality to affect items
- Replies: 18
- Views: 1896
Re: [2.0.14] Add more ways for quality to affect items
I don't like the idea of quality using separate prototypes with `next_upgrade`. But I too was disappointed by how restricted the possibilities are. I hoped for something like a property table called `quality_effects` with a selection of things that can be configured and parametrized by mods. So that ...
- Fri Nov 22, 2024 1:42 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 107
- Views: 24359
Re: Friday Facts #438 - Space Age wrap up
shame we're only getting one factorio expansion.
i could've forseen an expansion including caves and oceans levels under the surface of the planets, as well as different kinds of planets like a barren moon/murcury planet and maybe a gas giant. not sure how the gameplay would've worked for the gas ...
- Tue Oct 22, 2024 3:32 pm
- Forum: Assigned
- Topic: [Klonan] [2.0.8] Inserter constant condition loses focus when research is done
- Replies: 1
- Views: 235
[Klonan] [2.0.8] Inserter constant condition loses focus when research is done
I was just setting an inserter enable/disable constant condition. I wanted to type 200. When I typed 20, a research (the last one in the queue if that matters) was finished and the input field lost its focus so the second 0 didn't make it to the input.
How to reproduce:
Start a research.
Click ...
How to reproduce:
Start a research.
Click ...
- Sun Oct 20, 2024 4:03 am
- Forum: Won't implement
- Topic: [2.0.6] Missing utility constant for max belt stack size rendering.
- Replies: 7
- Views: 1689
Re: [2.0.6] Missing utility constant for max belt stack size rendering.
There is no need to build rockets. Just stack all the way to space.
- Sat Feb 24, 2024 8:07 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 78453
- Fri Feb 23, 2024 9:52 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 78453
Re: Friday Facts #399 - Trash to Treasure
So who is going to create scrap ore mod for 1.1?
- Fri Jan 26, 2024 6:58 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 35676
Re: Friday Facts #395 - Generic interrupts and Train stop priority
I like the "no path" / "destination full" icons, they look great on trains, could you just add a "manual mode" indicator? Sometimes I accidentally switch a train to manual and then it's not obvious why iron isn't coming in :D
Regarding the generic interrupts, I'm not sure I love the showcased ...
- Fri Jan 19, 2024 4:08 pm
- Forum: Releases
- Topic: Version 1.1.103
- Replies: 5
- Views: 9978
Re: Version 1.1.103
I found the bug myself a few hours ago. I searched the forum and already found the report and the information that it's already fixed. It's like winning the lottery to find and actually be the first/only one to report a bug
First crash since I started playing at version 0.16.
First crash since I started playing at version 0.16.
- Tue Dec 05, 2023 4:45 pm
- Forum: Releases
- Topic: Version 1.1.100
- Replies: 12
- Views: 19484
Re: Version 1.1.100
No. We are at 100. 111 is 11 more.FuryoftheStars wrote: Mon Dec 04, 2023 9:23 pmWhile I get the reference, that would mean that after the next patch we essentially get no patches until 2.0 in about 8-10 months, maybe. No thanks.quyxkh wrote: Mon Dec 04, 2023 9:18 pm I can't be the only one hoping Factorio 1's last patch is 1.1.111, "I am eleventy-one today!"
- Wed Aug 16, 2023 9:04 pm
- Forum: Releases
- Topic: Version 1.1.89
- Replies: 6
- Views: 12320
Re: Version 1.1.89
Fixed a player could not obtain achievements if it was in game for longer than 9942h. (107893)
I can finally update my world that I've been working on for 9944 hours. The relief is sweet knowing that I can finally place a train and finish my remaining achievements. Thank you, devs, for fixing ...
- Tue Jul 26, 2022 2:30 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1656498
Re: Development and Discussion
I'm currrently playing components overhaul (without technology overhaul). While trying to rush to Crawler cargo robots, I realized that I can't produce green boards needed to build them. Green electronics is researched but the recipe for the boards requires liquid resin, which is way down the tech ...