Search found 125 matches
- Sun Oct 22, 2017 9:26 am
- Forum: General discussion
- Topic: Factorio is not a game.
- Replies: 26
- Views: 10745
Re: Factorio is not a game.
I agree with the OP. Factorio is not a game. It’s a factory sandbox.
- Thu Oct 19, 2017 7:45 am
- Forum: Modding discussion
- Topic: 0.16 mod related change log
- Replies: 11
- Views: 4583
Re: 0.16 mod related change log
Now if they would just add a flag to give belt immunity to “units”,we’d be in business....Supercheese wrote:Delicious!Fixed belt-immunity equipment so it now works on cars.
Added support for mods to show changelogs (following the same format as the core game changelog).
- Mon Oct 16, 2017 2:22 pm
- Forum: Ideas and Suggestions
- Topic: xbox 360 controller
- Replies: 33
- Views: 17743
Re: Controller Support (XBOX360/Steam Controller)
I play factorio and many other pc games from my couch and big screen tv using an xbox controller and joytokey to emulate mouse and keyboard. Factorio is a challenge because so many inputs but perfectly doable when you assign buttons to shift, ctrl and alt, which multiplies the number of available bu...
- Sun Oct 15, 2017 1:17 pm
- Forum: Modding help
- Topic: Distributing Workload of Mod to Multiple Ticks
- Replies: 7
- Views: 3465
Re: Distributing Workload of Mod to Multiple Ticks
The easiest way is as follows: function update() local tick = game.tick % 64 for k, entity in pairs (my_table_of_entities) do if k % 64 == tick do_stuff(entity) end end end This will spread the update of the entities cleanly over 64 ticks, and account for any additions and removals from the list It...
- Fri Oct 13, 2017 11:33 pm
- Forum: Ideas and Requests For Mods
- Topic: Inverted World
- Replies: 7
- Views: 2784
Re: Inverted World
In the novel, an entire city and its residents travel slowly across an alien planet on railway tracks. The city's engineers must work to lay fresh track for the city, and pick up the old track as it moves. Many people are unaware that the city is even moving. What makes you so sure this isn't alrea...
- Fri Oct 06, 2017 7:14 pm
- Forum: Implemented mod requests
- Topic: unit type entity flag to ignore belts
- Replies: 4
- Views: 1866
Re: unit type entity flag to ignore belts
From an immersion perspective, it's understandable that critters don't know what conveyor belts are or how they behave. What if critters attacked belts when they stand on them? They do attack belts, which is why this is a modding interface request and not a bug report. As I noted above, some of us ...
- Fri Oct 06, 2017 12:03 am
- Forum: Implemented mod requests
- Topic: unit type entity flag to ignore belts
- Replies: 4
- Views: 1866
unit type entity flag to ignore belts
Currently the AI pathfinding works great unless there's a belt. Then it's awful. Biters units can't figure out how to get across a belt if their life depended on it. Some of us have made mods that allow some sort of control over units. (example: https://mods.factorio.com/mods/withers/Followers) Thes...
- Wed Oct 04, 2017 7:05 pm
- Forum: This Forum
- Topic: [Website] Privacy policy violation
- Replies: 25
- Views: 8386
Re: [Website] Privacy policy violation
I've been the moderator of a forum once upon a time. If this board is the same, they can probably see your IP at the bottom of every post you make. Not a big deal. It's actually one of the tools they have to fight spam. Very common. Do a google search for "what is my IP", youll get a link ...
- Mon Oct 02, 2017 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Engineer, Multi-tool, Building base - Pile of ideas
- Replies: 5
- Views: 2229
Re: Engineer, Multi-tool, Building base - Pile of ideas
Heres a few mods that I use which you might like.... AAI Industry - https://mods.factorio.com/mods/Earendel/aai-industry Adds motors to several recipes and adds complexity to early game. 10x Harder (by yours truly) https://mods.factorio.com/mods/withers/10xHarder Replaces gears in a lot of the recip...
- Sun Oct 01, 2017 5:04 pm
- Forum: Modding help
- Topic: 10x harder, nuclear power
- Replies: 2
- Views: 1081
Re: 10x harder, nuclear power
I'm the author of 10x Harder. I'll fix it for you.
Btw, 10x Harder has a it's own thread here.
viewtopic.php?f=94&t=49984
Btw, 10x Harder has a it's own thread here.
viewtopic.php?f=94&t=49984
- Fri Sep 29, 2017 12:27 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 64836
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
***Update: 1.4.1*** Followers can now help you maintain aging equipment. To do this, place a waypoint sign near the equipment. Then assign a follower to "Route". Now each time he go to that waypoint, he''ll check the condition of the machine and do maintenance if needed. Maintaining equipm...
- Thu Sep 28, 2017 10:39 pm
- Forum: Modding interface requests
- Topic: simple path-finding flag for units
- Replies: 0
- Views: 678
simple path-finding flag for units
Currently when we add entities of type "unit", they use biter logic, which means they try to navigate around things to reach a target. This is causing some headache with my mod "followers", as it becomes difficult for a follower to navigate around a large base with lots buildings...
- Tue Sep 26, 2017 6:24 am
- Forum: Already exists
- Topic: API calls for smoke and logistics bots
- Replies: 1
- Views: 1141
API calls for smoke and logistics bots
Since it appears that, according to your last FFF, youre about to do away with smoke and logistic bots as entities.
That could wreak havoc on some of our mods.
That could wreak havoc on some of our mods.
- Sat Sep 23, 2017 7:31 pm
- Forum: Modding interface requests
- Topic: on_entity_clicked
- Replies: 0
- Views: 635
on_entity_clicked
Called when a player left mouse clicks an on entity. Returns the entity that was clicked and the index for the player who clicked it.
- Fri Sep 22, 2017 9:41 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 64836
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
The code iterates through the entire bonus table and keeps the last hit, which is the one with the biggest bonus. Although if someone adds to the table and doesn't leave it in order from least to greatest, that could cause issues so I'll add a math.max function to address that possibility. I guess ...
- Fri Sep 22, 2017 9:35 pm
- Forum: Mods
- Topic: [MOD 0.15]10x Harder
- Replies: 11
- Views: 4605
Re: [MOD 0.15]10x Harder
Oh I see what happened. Shinyicons changes the names of all the subgroups, and 10x relies on those names to determine whether or not to alter the recipe. I'll see about maybe having it search for the word "belts" in the name, rather then an exact match. That should fix 90 percent of the ca...
- Fri Sep 22, 2017 7:54 pm
- Forum: Mods
- Topic: [MOD 0.15]10x Harder
- Replies: 11
- Views: 4605
Re: [MOD 0.15]10x Harder
I'm not 100% clear on what you mean but the belts should be using regular gears and be unchanged from vanilla. I have them in the "do_not_touch" list meaning they won't get their ingredients multiplied, or get gears swapped out for machinery. If you want them to use machinery and be scaled...
- Fri Sep 22, 2017 7:05 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 64836
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
I can put a nil check on that line. Not sure what is causing it. Pinned it. local ingredients = entity.force.recipes[entity.name].ingredients If an entity has no identically-named recipe, this will blow up rather reliably. Also, you have two non-matching copies of the material bonus logic in contro...
- Tue Sep 19, 2017 5:05 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 64836
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
would you be able to hide the recycle and the refurbish recipes from the crafting menu? they take up a bunch of space there even if you cant actually do any of them. Yeah I can add an option to hide them in the next update. You don't really need to see them, since they automatically set the recipe.
- Tue Sep 19, 2017 5:04 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 64836
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Just had a crash checking the wear state of a modded steam engine. Haven't had time to hunt around for the cause. Error MainLoop.cpp:940: Exception at tick 1673353: Error while running event WearAndTear::check_age (ID 86) __WearAndTear__/control-wt.lua:488: attempt to index field '?' (a nil value) ...