Hello Silari,
thank you for your reply. You're completely right. The mod I used as base uses graphics_set for the animation - and a lot of lua code to do so.
The off_animation/on_animation looks much simpler. Is it possible to convert the code for the plant to a lab, or should I use other graphics ...
Search found 23 matches
- Tue Jun 16, 2026 1:49 pm
- Forum: Modding help
- Topic: New entity is transparent
- Replies: 2
- Views: 204
- Tue Jun 16, 2026 10:20 am
- Forum: Modding help
- Topic: New entity is transparent
- Replies: 2
- Views: 204
New entity is transparent
Hey Guys,
based on UltraMurlock's Standalone Electromagnetic Plant Mod, I created an Electromagnetic Lab Mod for the base game. It's a highly productive but expensive lab, using images and sounds from the Electromagnetic Plant.
I've done a short test so far, and it seems that the mod works as ...
based on UltraMurlock's Standalone Electromagnetic Plant Mod, I created an Electromagnetic Lab Mod for the base game. It's a highly productive but expensive lab, using images and sounds from the Electromagnetic Plant.
I've done a short test so far, and it seems that the mod works as ...
- Fri Jun 12, 2026 7:07 am
- Forum: Ideas and Requests For Mods
- Topic: Highly productive but expensive (recipe, energy consumption) lab
- Replies: 4
- Views: 238
Re: Highly productive but expensive (recipe, energy consumption) lab
Btw, machines without module slots are not affected by beacons at all.
So without a own module slot, the lab couldn't be "cheated" by beacons? Thank you for this information. I didn't know yet :oops:
Sure, energy is generally cheap. But 1GW would be the equivalent of 8,33 nuclear reactors with ...
- Thu Jun 11, 2026 6:01 pm
- Forum: Ideas and Requests For Mods
- Topic: Highly productive but expensive (recipe, energy consumption) lab
- Replies: 4
- Views: 238
Re: Highly productive but expensive (recipe, energy consumption) lab
Thank you for your reply.
> It feels balanced
No.
Could you explain why you disagree?
I thought simple and expensive would be a fair trade off vs. complex and cheap.
Is it because efficeny modules in beacons could make it too cheap? Should it be 10 GW instead of 1, to force the use of beacons?
> It feels balanced
No.
Could you explain why you disagree?
I thought simple and expensive would be a fair trade off vs. complex and cheap.
Is it because efficeny modules in beacons could make it too cheap? Should it be 10 GW instead of 1, to force the use of beacons?
- Thu Jun 11, 2026 12:55 pm
- Forum: Ideas and Requests For Mods
- Topic: Highly productive but expensive (recipe, energy consumption) lab
- Replies: 4
- Views: 238
Highly productive but expensive (recipe, energy consumption) lab
Hey guys,
inspired by the dark matter replicator mod, I had the idea of a highly productive, but expensive lab.
Graphics: electromagnetic plant
Recipe:
400 electronic circuit
200 advanced circuit
100 processing unit
100 express transport belt
10 bulk inserter
10 productivity module 3 ...
inspired by the dark matter replicator mod, I had the idea of a highly productive, but expensive lab.
Graphics: electromagnetic plant
Recipe:
400 electronic circuit
200 advanced circuit
100 processing unit
100 express transport belt
10 bulk inserter
10 productivity module 3 ...
- Sun Mar 22, 2026 1:52 pm
- Forum: Gameplay Help
- Topic: Why train refueling stations?
- Replies: 8
- Views: 1281
Re: Why train refueling stations?
Alternately, I just put a blue chest with train fuel at each train stop, and never have to think about train fuel at all.
I'm using another alternative. Each production line has an waiting area, so each train which want to (un)load have to pass it. I use these waiting areas for refueling. For a ...
- Sat Feb 28, 2026 8:35 am
- Forum: General discussion
- Topic: When do you stop playing a game?
- Replies: 1
- Views: 782
Re: When do you stop playing a game?
When do you stop playing a game? Do you have a specific FPS/UPS that you play to?
Before I joined team Factorio, I played Anno 1602 alot. In Anno I started a new game, when the current one has become boring. And this always happened, when there was no space left to build and all things where ...
- Thu Feb 26, 2026 5:51 am
- Forum: Gameplay Help
- Topic: How do trains choose between mixed fuel types?
- Replies: 1
- Views: 546
Re: How do trains choose between mixed fuel types?
Yesreduke wrote: Wed Feb 25, 2026 10:51 pm If a train loads fuel from the left slot (nuclear so stack size 1), and then that slot is re-filled before its current tank runs dry, will it load from the left slot again?
- Fri Feb 20, 2026 8:52 am
- Forum: Gameplay Help
- Topic: Does this game get harder?
- Replies: 18
- Views: 3334
Re: Does this game get harder?
In general is there a raw amount of inputs to the factory that I should be aiming for to build a "big factory?"
For example, presently I have 4 belts of iron, 4 belts of copper, 4 belts of uranium, and 4 belts of stone coming in. These belts are fed by multiple electric mines at various ore sites ...
- Sat Feb 07, 2026 7:26 am
- Forum: General discussion
- Topic: 3 gripes after 5000 hours
- Replies: 17
- Views: 4950
Re: 3 gripes after 5000 hours
I use the tags for ore patches. Initial value + mining start date. Works well for me, so I never thought about an automatism by the game itself.
- Tue Feb 03, 2026 6:46 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2091
- Views: 1124180
Re: Simple Questions and Short Answers
Yes they are, consider the first numbers in the list are the time in millisecond to finish the task needed between 2 update, your have an allowance of 16 millisecond if you want to maintain 60 update per second, and you have on average around 4.8 millisecond taken by inserters , 1.3 millisecond ...
- Sun Feb 01, 2026 1:17 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2091
- Views: 1124180
Re: Simple Questions and Short Answers
My laptop starts to struggle with providing 60 UPS. As I understand the wiki, the inserters and maybe the boilers/steam engines are the problem, aren't they?
- Sun Jan 11, 2026 7:20 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 13817
Re: What to do in the Space Age post game?
My point is that you can extend the playtime for that kind of players [relatively] easy and cheap by having a stage where you need to produce massive volumes of resources once you've unlocked the tech.
Oh... if that's the point and you just need a reason to procedure an incredible amount of ...
- Sun Jan 11, 2026 10:06 am
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 13817
Re: What to do in the Space Age post game?
I like Minecraft as let's play. Just watch what the people are doing. But I never played it for my own, because I'm one of those, who don't know what to do.
Instead I spent thousands of hours in the Anno series and Factorio, because there's a framework where I'm able to define my own goals.
So ...
Instead I spent thousands of hours in the Anno series and Factorio, because there's a framework where I'm able to define my own goals.
So ...
- Sun Jan 11, 2026 2:07 am
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 13817
Re: What to do in the Space Age post game?
Generally speaking, people have an intrinsic desire to play the game, but it requires an extrinsic nudge to validate a goal to work towards. Typically, the victory screen is that goal.
In my opinion there are at least two types of games: one where end and goal are the same, and one where end ...
- Sat Jan 10, 2026 10:51 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 13817
Re: What to do in the Space Age post game?
Maybe this is (a part of) the problem. Shouldn't be there some kind of intrinsic motivation while playing a game? Extrinsic motivation sounds like job and KPIs...LizardOfOz wrote: Sat Jan 10, 2026 9:17 pm We want more time between when you obtain the full power and when the extrinsic motivation ends.
- Sat Jan 03, 2026 12:17 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 13817
Re: What to do in the Space Age post game?
There is some generic, unique task missing, something to accomplish with all the nice shiny tech without unlocking more tech. Use the existing tech and build something that's only possible with everything unlocked.
My vanilla with some topping map has just reached 4k (ingame) hours, and I'll ...
- Fri Jan 02, 2026 7:38 am
- Forum: Not a bug
- Topic: [2.0.72] Lab Bots are on strike since a few days
- Replies: 4
- Views: 689
Re: [2.0.72] Lab Bots are on strike since a few days
The lab block is just a quadrubled copy of the origin block, which was initialy build on a different place 3k hours ago or so. Back in the days I haven't done much with logistic networks, and trash sounded like destroy - so i haven't checked the box :oops: And as I wrote, never clicked the chests ...
- Thu Jan 01, 2026 7:50 pm
- Forum: Not a bug
- Topic: [2.0.72] Lab Bots are on strike since a few days
- Replies: 4
- Views: 689
Re: [2.0.72] Lab Bots are on strike since a few days
That's really, really embarrassing :oops:
I configured the chests so that the fulfillment will exactly meet the storage capacity, and never clicked on the chests again. Just hovered on them.
And yes - you're right. They are full, because the bots delivered one more sciene pack then requested, and ...
I configured the chests so that the fulfillment will exactly meet the storage capacity, and never clicked on the chests again. Just hovered on them.
And yes - you're right. They are full, because the bots delivered one more sciene pack then requested, and ...
- Thu Jan 01, 2026 7:29 pm
- Forum: Not a bug
- Topic: [2.0.72] Lab Bots are on strike since a few days
- Replies: 4
- Views: 689
[2.0.72] Lab Bots are on strike since a few days
Hi there,
my labs are surounded by storage and requester chests. Each lab has its on requester chest, which are all configured the same. The sciene packs are delivered in different ways, but all ends in active provider chests. So the bots first filled all the requester chests, and what's currently ...
my labs are surounded by storage and requester chests. Each lab has its on requester chest, which are all configured the same. The sciene packs are delivered in different ways, but all ends in active provider chests. So the bots first filled all the requester chests, and what's currently ...