Search found 17 matches

by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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.
by cackling.fiend
Sat Feb 24, 2024 8:07 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 78453

Re: Friday Facts #399 - Trash to Treasure

https://mods.factorio.com/mod/scraporio

This is more fun than I thought.
by cackling.fiend
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?
by cackling.fiend
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 ...
by cackling.fiend
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 :D

First crash since I started playing at version 0.16.
by cackling.fiend
Tue Dec 05, 2023 4:45 pm
Forum: Releases
Topic: Version 1.1.100
Replies: 12
Views: 19484

Re: Version 1.1.100

FuryoftheStars wrote: Mon Dec 04, 2023 9:23 pm
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!"
While 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. :)
No. We are at 100. 111 is 11 more.
by cackling.fiend
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 ...
by cackling.fiend
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 ...

Go to advanced search