When trying to play a game in "rail world"-mode, i always encounter the problem of a missing important resource in a very big radius.
If the resource is important for early game (for example galena), the game is nearly impossible.
In my current game, silicone ore is missing (there's only a small ...
Search found 15 matches
- Wed Mar 13, 2019 12:57 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 167426
- Sun Sep 16, 2018 10:54 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 144677
Re: Feedback
Hey Bob, I've just started discovering your very interesting mod-pack.
It really boosts the realism of Factorio :)
I've 2 suggestions yet:
1)
It's already possible in your mod to split Water into hydrogen and oxygen through electrolysis.
Did you ever had the idea to create an entity burning ...
It really boosts the realism of Factorio :)
I've 2 suggestions yet:
1)
It's already possible in your mod to split Water into hydrogen and oxygen through electrolysis.
Did you ever had the idea to create an entity burning ...
- Thu Nov 02, 2017 10:10 am
- Forum: Modding interface requests
- Topic: standardized energy sources for improved possibilities
- Replies: 15
- Views: 5539
Re: standardized energy sources for improved possibilities
Any entity that doesn't support a specific energy source type is made that way for performance reasons.
Solar panels have no internal energy buffer and don't support concepts like drain or flow limits and as such they're optimized to O(1) cost no matter how many solar panels you have. You can't ...
Solar panels have no internal energy buffer and don't support concepts like drain or flow limits and as such they're optimized to O(1) cost no matter how many solar panels you have. You can't ...
- Wed Nov 01, 2017 7:19 pm
- Forum: Modding interface requests
- Topic: standardized energy sources for improved possibilities
- Replies: 15
- Views: 5539
Re: standardized energy sources for improved possibilities
I find your post titel misleading tbh. Your aim is not really to have a standard energy source (which you know.. is already standardized) but: The ability to have solar power/liquid/burner consuming power on entities that currently don't support that.
This is exactly a "standardized energy source ...
This is exactly a "standardized energy source ...
- Wed Nov 01, 2017 11:08 am
- Forum: Modding interface requests
- Topic: standardized energy sources for improved possibilities
- Replies: 15
- Views: 5539
standardized energy sources for improved possibilities
Please post your opinion on the described idea!
Introduction:
I'm an electric engineer, my modding-focus in factorio has always been on realistic energy sources (Maybe other parts of the game would also benefit from this type of standardization)
I've read tons of source code to learn from others ...
Introduction:
I'm an electric engineer, my modding-focus in factorio has always been on realistic energy sources (Maybe other parts of the game would also benefit from this type of standardization)
I've read tons of source code to learn from others ...
- Wed Feb 08, 2017 2:34 pm
- Forum: Won't implement
- Topic: Bigger more dynamic mods with less memory
- Replies: 26
- Views: 15154
Re: Bigger more dynamic mods with less memory
I want to dig this out because it's still my biggest problem with factorio:
Factorio seems to be an hard-coded game, only reading values from editable files - and it makes (at least for me) modding for factorio really frustrating because so much potential is wasted here and the restrictions are not ...
Factorio seems to be an hard-coded game, only reading values from editable files - and it makes (at least for me) modding for factorio really frustrating because so much potential is wasted here and the restrictions are not ...
- Tue Jun 07, 2016 12:11 pm
- Forum: Mods
- Topic: Sturmpanzer Tiger
- Replies: 2
- Views: 2933
Re: Sturmpanzer Tiger
How do you like it?
Any suggestions for improvement?
Any suggestions for improvement?
- Tue May 31, 2016 6:43 pm
- Forum: Mods
- Topic: Sturmpanzer Tiger
- Replies: 2
- Views: 2933
Sturmpanzer Tiger
Type: Mod
Name: Sturmtiger
Description: Adds WW2's "Sturmtiger"-Tank
License: GPLv3: http://www.gnu.org/licenses/gpl-3.0.html
Version: 0.1.1
Release: 31.5.2016
Tested-With-Factorio-Version: 0.12.33
Category: Item
Tags: Sturmpanzer Tiger, Sturmtiger
Download-Url: Sturmtiger_0.1.1.zip
Website: https ...
Name: Sturmtiger
Description: Adds WW2's "Sturmtiger"-Tank
License: GPLv3: http://www.gnu.org/licenses/gpl-3.0.html
Version: 0.1.1
Release: 31.5.2016
Tested-With-Factorio-Version: 0.12.33
Category: Item
Tags: Sturmpanzer Tiger, Sturmtiger
Download-Url: Sturmtiger_0.1.1.zip
Website: https ...
- Fri May 27, 2016 4:22 pm
- Forum: Modding help
- Topic: sound: speed-/rpm-depending sound
- Replies: 1
- Views: 1108
Re: sound: speed-/rpm-depending sound
I tried the following code with different values for min_perceived_performance and performance_to_sound_speedup - the sound didn't change at all while accelerating.
My vehicle reaches only 35km/h, i thought performance_to_sound_speedup would be the multiplier for that...
Could pls anyone explain me ...
My vehicle reaches only 35km/h, i thought performance_to_sound_speedup would be the multiplier for that...
Could pls anyone explain me ...
- Fri May 27, 2016 4:08 pm
- Forum: Modding help
- Topic: Auto filling a generator with a fluid
- Replies: 1
- Views: 1020
Re: Auto filling a generator with a fluid
The Generator-Entity in Factorio transforms hot liquid into electricity.
Every Powerplant-Mod i've seen so far does this too, so for example the Windturbine i have seen creates hot water proportional to the wind speed.
A Generator has a fluidbox, you can simply add fluid to it in the control.lua
Every Powerplant-Mod i've seen so far does this too, so for example the Windturbine i have seen creates hot water proportional to the wind speed.
A Generator has a fluidbox, you can simply add fluid to it in the control.lua
- Sun May 15, 2016 9:40 am
- Forum: Implemented mod requests
- Topic: fuel_pollution_constant
- Replies: 0
- Views: 761
fuel_pollution_constant
As pollution is very important in the game, it would add many possibilities for mods to give
every kind of fuel a pollution-constant (per MJ or per unit)
every burner - instead of "emissions" an emission-factor
for example:
coal would have pollution 1.0 per MJ, solid fuel 0.8, wood 0.1 and ...
every kind of fuel a pollution-constant (per MJ or per unit)
every burner - instead of "emissions" an emission-factor
for example:
coal would have pollution 1.0 per MJ, solid fuel 0.8, wood 0.1 and ...
- Sun May 15, 2016 9:23 am
- Forum: Modding help
- Topic: sound: speed-/rpm-depending sound
- Replies: 1
- Views: 1108
sound: speed-/rpm-depending sound
I'm looking for a possibility to alter for example a vehicles working sound, based on its speed or engine's rpm.
Yesterday, I noticed the car already does, but I couldn't find anything in entities.lua which controls it.
BTW: Neither the wiki search nor google finds a documentation of those ...
Yesterday, I noticed the car already does, but I couldn't find anything in entities.lua which controls it.
BTW: Neither the wiki search nor google finds a documentation of those ...
- Sat May 14, 2016 3:45 pm
- Forum: Modding help
- Topic: Tanks: limited turret rotation?
- Replies: 0
- Views: 862
Tanks: limited turret rotation?
Many tanks (first of all those with the most powerful canons) didn't have a turret but a canon through the front plate, turnable <= 45Β° to left/right.
Is it possible to simulate that in factorio?
Is it possible to simulate that in factorio?
- Fri Apr 01, 2016 5:05 pm
- Forum: Modding help
- Topic: Solarthermic energie (aka solar boiler)
- Replies: 0
- Views: 847
Solarthermic energie (aka solar boiler)
I'm trying to create something that heats water, using solar energy - i don't like the way solar panel -> electric boiler -> storage -> steam engine, i also didn't find an electric boiler that works properly.
I've created a new entity with type=storage-tank and a control.lua which heats the water ...
I've created a new entity with type=storage-tank and a control.lua which heats the water ...
- Thu Mar 31, 2016 9:41 am
- Forum: Modding help
- Topic: Wiki tutorial by FreeER
- Replies: 32
- Views: 30450
Re: Wiki tutorial by FreeER
First, thank you guys for creating and maintaining this tutorial :)
I followed the tutorial in Wiki (latest version of 00:20, 26 March 2016β) to the end of chapter 4, where the tutorial says "When Factorio is starting, it will tell you if it detects any errors in your mod's code" - but it doesn't ...
I followed the tutorial in Wiki (latest version of 00:20, 26 March 2016β) to the end of chapter 4, where the tutorial says "When Factorio is starting, it will tell you if it detects any errors in your mod's code" - but it doesn't ...