Ah, cleaning solar panels or changing outputs dependent on cloud cover would be funDBotThePony wrote: βFri Feb 02, 2024 12:56 pmNow the only thing we need is weather conditions, Nauvis is in much need for rain.
Search found 65 matches
- Fri Feb 02, 2024 12:57 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18350
Re: Friday Facts #396 - Sound improvements in 2.0
- Fri Feb 02, 2024 12:57 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18350
- Fri Feb 02, 2024 12:24 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18350
Re: Friday Facts #396 - Sound improvements in 2.0
I love the new sounds of assemblers, and the new inventory sounds are interesting but refreshing. Vehicles sound amazing. Mining drills sound great, i know that was a main reason you wanted it cuz the current ones dont have the dynamic sounds.
+5 points for foundry "bonk" noise
+5 points for foundry "bonk" noise
- Thu Feb 01, 2024 8:48 am
- Forum: Mod portal Discussion
- Topic: Finding dependents on a mod
- Replies: 2
- Views: 528
Re: Finding dependents on a mod
Figured as much. Thank you for the information.
- Thu Feb 01, 2024 4:45 am
- Forum: Mod portal Discussion
- Topic: Finding dependents on a mod
- Replies: 2
- Views: 528
Finding dependents on a mod
Is there a way to find mods that are dependents (not dependencies) of another mod? Like you have Space Exploration, is there a way to find mods that depend on Space Exploration as a required/optional dependency? Or would you have to manually scrape the mod portal?
- Sat Jan 27, 2024 11:28 pm
- Forum: Modding help
- Topic: Script "undo" interactions
- Replies: 2
- Views: 292
Re: Script "undo" interactions
Fixed one problem. Still looking for how to add something to the "undo buffer"
- Sat Jan 27, 2024 11:07 pm
- Forum: Modding help
- Topic: Script "undo" interactions
- Replies: 2
- Views: 292
Script "undo" interactions
Is there a way to add an entity created by a script (such as a pipe or belt) to the "undo" buffer so that it would be the next thing undone?
Is there a generic way to modify the "undo" buffer so that interactions done by scripts are not added?
Is there a generic way to modify the "undo" buffer so that interactions done by scripts are not added?
- Sat Jan 27, 2024 5:04 am
- Forum: Modding help
- Topic: Trying to check type of energy_interface
- Replies: 4
- Views: 632
Re: Trying to check type of energy_interface
Sorry for the late reply, but your advice worked! Thanks for the help! I used this to develop the Powerless mod.
- Sat Jan 27, 2024 4:40 am
- Forum: Modding help
- Topic: Rotate pipe entities
- Replies: 1
- Views: 377
Rotate pipe entities
Hello, I was wondering if it was possible to rotate pipe entities. In this case, I mean non-standard pipes with only two outputs, opposite from each other. Like this: Screenshot 2024-01-26 213847.png It would only have the two pipe_connections, opposite from each other. Do I need to specify a flag o...
- Tue Jan 23, 2024 7:38 am
- Forum: Ideas and Suggestions
- Topic: Reactors lose energy to the air when not powered.
- Replies: 8
- Views: 1661
Non-Electric Energy Source Drain (+ Heat Pipe Drain)
TL;DR Energy sources that are not electrical (burner, fluid, heat) should be able to have a passive drain just like electric energy sources. What ? I would like to see the option for entities that use burnable fuel, such as furnaces and boilers, have the option to constantly drain fuel just like mo...
- Tue Jan 23, 2024 7:35 am
- Forum: Ideas and Suggestions
- Topic: Undergroud heat pipe
- Replies: 7
- Views: 2364
Re: Undergroud heat pipe
+1 ping for 2.0, as well as a general nuclear/heat overhaul would be neat.
- Tue Jan 23, 2024 7:13 am
- Forum: Ideas and Suggestions
- Topic: Burner inserter fuel bonus
- Replies: 56
- Views: 17460
Re: Burner inserter fuel bonus
+1 Would love to see this change. I would also like to add the possibility of other entities working faster with better fuel. Maybe a new fuel stat called "speed multiplier" or something? If that change does come to pass, I would also like to see it implemented in fluid consuming entities ...
- Fri Jan 12, 2024 11:19 pm
- Forum: Fixed for 2.0
- Topic: [1.1.101] Burner filter inserters cannot pick up fuel not in whitelist
- Replies: 1
- Views: 515
[1.1.101] Burner filter inserters cannot pick up fuel not in whitelist
Problem Inserters that have a burner energy source and have filters that prevent them from picking up fuel even though the inserter arm paths towards applicable fuel sources. I've been developing a mod that turns every entity into a burner variant. Inserters were the first target, as they required ...
- Sat Dec 23, 2023 1:22 pm
- Forum: Modding help
- Topic: Trying to check type of energy_interface
- Replies: 4
- Views: 632
Re: Trying to check type of energy_interface
You don't want to check everything below data.raw, but only the prototypes of the type "assembling-machine". I want to change every entity possible, not just every assembling machine. By the way, I've always found it helpful for debugging to log the value of the loop variables. This would...
- Sat Dec 23, 2023 8:09 am
- Forum: Modding help
- Topic: Trying to check type of energy_interface
- Replies: 4
- Views: 632
Trying to check type of energy_interface
I'm trying to run the following code to check if a machine uses electricity, then change it to burner once that is done. It loads into Factorio but for whatever reason it isn't working. It is probably something wrong with the syntax, I'm new to LUA. I think its something with how I'm checking the so...
- Mon Dec 11, 2023 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic Barreling Recipes Unlock (and other changes)
- Replies: 2
- Views: 503
Re: Dynamic Barreling Recipes Unlock (and other changes)
Somewhat? Maybe? Im not entirely sure what you're asking.
- Mon Dec 04, 2023 3:45 am
- Forum: Ideas and Suggestions
- Topic: Dynamic Barreling Recipes Unlock (and other changes)
- Replies: 2
- Views: 503
Dynamic Barreling Recipes Unlock (and other changes)
TL;DR Barreling recipes should be unlocked when both the technology and fluid are unlocked. What? Currently, barreling and unbarreling recipes unlock all at once. This can be overwhelming for new players, while also being misleading as most of said recipes are not unlocked until a later time. I bel...
- Sun Nov 12, 2023 6:39 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 332
- Views: 64018
Re: Friday Facts #384 - Combinators 2.0
Underground belts seems can only supply content. I doubt it would be useful to change moving direction. I meant it like how belts and circuits work, where they can be enabled/disabled and read belt contents. Switching directions seems a bit too niche and out of the way, as it would make more sense ...
- Sat Nov 11, 2023 3:23 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 332
- Views: 64018
Re: Friday Facts #384 - Combinators 2.0
Also, how about a signal mode for the power switch, so it can be used to disconnect signal lines instead of power? Would be really helpful for debugging signal networks if you could easily isolate a section with a switch from the map and see if that problematic signal is still showing up on the lin...
- Sat Nov 11, 2023 3:20 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 332
- Views: 64018
Re: Friday Facts #384 - Combinators 2.0
I think it would be nice for setting which color wires are inputs and outputs for inserters. So red wire sets filters or enables/disables, while green wire is where read hand contents goes. Same for belts. Another idea: allow circuit signals to enable/disable splitters, set filters (but not which si...