Search found 33 matches
- Sat Mar 06, 2021 11:15 pm
- Forum: Technical Help
- Topic: [1.1.26] Pollution cloud barely visible on minimap or regular map
- Replies: 5
- Views: 2260
Re: [1.1.26] Pollution cloud barely visible on minimap or regular map
You could check the value of expected_max_per_chunk and min_to_show_per_chunk in game.map_settings.pollution (should be 150 and 50). I recall that these were changed at some point between 0.12 and now, and maybe the migration went wrong.
Bingo! expected_max_per_chunk was set at 6000 for some ...
- Fri Mar 05, 2021 10:18 pm
- Forum: Technical Help
- Topic: [1.1.26] Pollution cloud barely visible on minimap or regular map
- Replies: 5
- Views: 2260
Re: [1.1.26] Pollution cloud barely visible on minimap or regular map
EDIT: Ran the following command:
/c game.player.print(game.map_settings.pollution.ageing)
It was currently at 0.75, so I reset it to 1.0 (the initial value when I started a new map). This was done prior to starting the research mentioned below.
-----
Screenshots attached, will upload the save ...
/c game.player.print(game.map_settings.pollution.ageing)
It was currently at 0.75, so I reset it to 1.0 (the initial value when I started a new map). This was done prior to starting the research mentioned below.
-----
Screenshots attached, will upload the save ...
- Fri Mar 05, 2021 4:37 am
- Forum: Technical Help
- Topic: [1.1.26] Pollution cloud barely visible on minimap or regular map
- Replies: 5
- Views: 2260
[1.1.26] Pollution cloud barely visible on minimap or regular map
Wondering if you all can suggest anything for a problem I seem to be having with a particular game - I don't think it's a bug per se, but likely an internal setting that got changed somehow that I just can't pin down.
Have been playing this particular map since about 0.12, importing it from version ...
Have been playing this particular map since about 0.12, importing it from version ...
- Mon May 13, 2019 9:39 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1986
- Views: 726602
Re: Simple Questions and Short Answers
Since updating to 0.17.x, I've noticed that sounds seem to be handled differently.
Specifically, sound volume is no longer independent of the zoom level as it was in 0.16 and previous, but changes depending on how close or how far you are zoomed in.
Is there a way to change this back to what it ...
Specifically, sound volume is no longer independent of the zoom level as it was in 0.16 and previous, but changes depending on how close or how far you are zoomed in.
Is there a way to change this back to what it ...
- Mon Mar 11, 2019 8:11 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 332414
Re: [MOD 0.16.x] WaiTex 1.2.3: A HD Texture Pack
Is WaiTex still relevant now that 0.17 is out?
- Tue Sep 18, 2018 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Artillery auto-targetting
- Replies: 16
- Views: 9808
Re: Artillery auto-targetting
Adding to this, the toggle could be per-wagon, or even per-train.
- Sun Sep 16, 2018 1:26 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1986
- Views: 726602
Re: Simple Questions and Short Answers
Worked perfectly, thanks!quyxkh wrote: Sat Sep 15, 2018 9:17 pmTryzakman wrote: Sat Sep 15, 2018 6:39 pm looking for a console command that will remove all enemies in a certain areaCode: Select all
/c for k,v in next,game.player.surface.find_entities_filtered{force='enemy',area={{-1000,-1000},{1000,1000}}} do v=v.valid and v.destroy() end
- Sat Sep 15, 2018 6:39 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1986
- Views: 726602
Re: Simple Questions and Short Answers
Hello, looking for a console command that will remove all enemies in a certain area, not necessarily in a radius centered on the player.
As a related example, I'm playing around with map commands, and used the following to generate a small "corridor" of explored terrain on my current map:
/c game ...
As a related example, I'm playing around with map commands, and used the following to generate a small "corridor" of explored terrain on my current map:
/c game ...
- Mon May 07, 2018 5:49 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request]: More control for power grid
- Replies: 3
- Views: 1528
Re: [Request]: More control for power grid
Ideally I'd like something I could set up (relatively) easily and control from a central location, or even remotely. Running circuit wires hundreds of tiles out to my perimeter walls just makes me cringe a bit.
Plus, I'd like to indulge my Star Trek-like fantasies here too..."Scotty! Enemies ...
Plus, I'd like to indulge my Star Trek-like fantasies here too..."Scotty! Enemies ...
- Wed May 02, 2018 7:52 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request]: More control for power grid
- Replies: 3
- Views: 1528
[Request]: More control for power grid
Looking for a mod that will let me fine-tune my power grid better than I can now with just power switches. The idea I have in mind is an item (call it a power distribution box) that can be placed at various spots around your base and allow you to divide your power grid into "zones" that can be ...
- Thu Apr 26, 2018 3:22 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1986
- Views: 726602
Re: Simple Questions and Short Answers
I'd like to know if it's possible to create a circuit similar to an SR latch that will open a power switch when it senses a power loss on one side of the switch. I have a couple of outposts that are partially self-sufficient with solar and accumulators, and I'd like to make sure that in the event my ...
- Fri Apr 20, 2018 3:42 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 402056
Re: [MOD 0.13.17+] Rampant - 0.16.24
Thank you!
- Fri Apr 20, 2018 12:22 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 402056
Re: [MOD 0.13.17+] Rampant - 0.16.24
A question, what are some good "introductory" settings for Rampant? I'd like it to give me a bit of a challenge defending my massive base, but not overwhelm me right off the bat (as happens with default settings).
While this is probably due to base design, I'd like to be able to tone things down a ...
While this is probably due to base design, I'd like to be able to tone things down a ...
- Mon Apr 09, 2018 8:28 pm
- Forum: Modding help
- Topic: Editing base mod file
- Replies: 6
- Views: 3848
Re: Editing base mod file
Nevermind, think I found it:zakman wrote:Understood, but assuming I wanted to take those risks and do it anyways, where would I insert that line?
\data\base\scenarios\freeplay\control.lua.
- Mon Apr 09, 2018 8:19 pm
- Forum: Modding help
- Topic: Editing base mod file
- Replies: 6
- Views: 3848
Re: Editing base mod file
Understood, but assuming I wanted to take those risks and do it anyways, where would I insert that line?
- Mon Apr 09, 2018 7:37 pm
- Forum: Modding help
- Topic: Editing base mod file
- Replies: 6
- Views: 3848
Editing base mod file
I would like to edit the Factorio base mod in order to up my walking speed a bit. I know it's possible, have done it before on a different install, but cannot for the life of me remember which file to edit or what to put in there.
Any advice? Running 0.16 stable version on Windows 7. Thanks.
Any advice? Running 0.16 stable version on Windows 7. Thanks.
- Sat Oct 21, 2017 12:46 am
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 26324
Re: [MOD 0.14.x] UPS-up
Also would like to know how to remove it. The first post says instructions are located in the README.txt file, which I assume should be included in the zipfile...but I don't see one in there at all.
- Tue Jun 20, 2017 1:50 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103463
Re: [0.15] Space Extension Mod (SpaceX)
Can I use this with an existing save, or would I have to start from scratch?
- Fri May 26, 2017 7:16 pm
- Forum: Energy Production
- Topic: [0.15] Uranium enrichment process
- Replies: 17
- Views: 39531
Re: [0.15] Uranium enrichment process
I'm using the updated version of the original poster's blueprint, but I am having trouble getting it to start making fuel cells.
I've got about 100 U-235 in the system, plus a ton of U-238. One of the enrichers is working full-time, with another slowly getting up to speed as more U-235 enters the ...
I've got about 100 U-235 in the system, plus a ton of U-238. One of the enrichers is working full-time, with another slowly getting up to speed as more U-235 enters the ...
- Thu May 25, 2017 12:45 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 368065
Re: [MOD 0.15] Orbital Ion Cannon 1.5.1
Is there a console command that can place ion cannons into orbit? While updating an old base to 0.15, I inadvertently removed this mod and lost the dozen or so cannons I'd launched
Having a couple of them back would be nice!
