Search found 122 matches
- Sat Nov 02, 2024 4:42 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 23093
Re: Ability to craft lower quality with higher quality
I feel that this kind of change would trivialize the quality mechanics and make it OP.
Even in ealy game, you would just end up putting quality module everywhere, keep only rare and have imediately a full mall of rare items, rare power amor, rare modules, etc.
Quality is very powerful, but has ...
- Sat Nov 02, 2024 1:02 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 23093
Re: Ability to craft lower quality with higher quality
I was just thinking that down-binning like that shouldn't be too hard to mod in to see how it plays.
It turns out that AssaultRaven just made exactly that: https://mods.factorio.com/mod/quality-down-binning/
I'll be testing it out; this should allow quality to be used in more places while still ...
It turns out that AssaultRaven just made exactly that: https://mods.factorio.com/mod/quality-down-binning/
I'll be testing it out; this should allow quality to be used in more places while still ...
- Tue Oct 22, 2024 9:57 pm
- Forum: Duplicates
- Topic: [posila] [2.0.9] Crash when construction robots are delivering modules to a building that is also being deconstructed
- Replies: 1
- Views: 218
[posila] [2.0.9] Crash when construction robots are delivering modules to a building that is also being deconstructed
As per the title, I had a mine that was missing efficiency modules when it was built. However, it finished mining and was automatically marked for deconstruction (presumably this could be done manually, but the mod makes it more likely to happen).
Next time I walked by and robots tried to service ...
Next time I walked by and robots tried to service ...
- Mon Apr 13, 2020 2:27 am
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 34754
Re: [MOD 0.17+] Adamo Mods
Playing another playthrough, thought of a little request that would make things a little nicer when using nuclear together with the reaction kettle. Specifically, swapping the ingredient order on the *-hex -> *-oxide recipes, so that water is the first ingredient. This allows multiple different ...
- Sat Jan 18, 2020 12:58 am
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 46530
Re: Friday Facts #330 - Main menu and File Share Shenanigans
FWIW, I've run a QNAP box continuously for about three years with no issues -- including doing a chassis-transplant to upgrade it. It sounds like you guys got quite unlucky there.
That said, there's no such thing as a magical perfectly working NAS. That includes spending six figures on scale-out ...
That said, there's no such thing as a magical perfectly working NAS. That includes spending six figures on scale-out ...
- Fri Jan 10, 2020 7:01 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 39869
Re: Friday Facts #329 - Campaign reassessment
A significantly less long-winded post, but based on
Main Problem: At the end of each 'chapter' the number of different situations the player could have gotten themselves into is near infinite. This makes it very difficult to predict the state the player is in, and construct an appropriate ...
Main Problem: At the end of each 'chapter' the number of different situations the player could have gotten themselves into is near infinite. This makes it very difficult to predict the state the player is in, and construct an appropriate ...
- Sat Dec 28, 2019 6:50 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 61771
Re: Friday Facts #327 - 2020 Vision
I have a potentially simple solution for including the *bit* of a nudge for adjusting the tutorials (the whole game, really) towards automation over manual crafting:
Remove the handcraft recipes for science packs.
That would mean that players would be forced to lay down an assembler to create the ...
Remove the handcraft recipes for science packs.
That would mean that players would be forced to lay down an assembler to create the ...
- Sun Nov 24, 2019 9:30 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 34754
Re: [MOD 0.17+] Adamo Mods
I would normally not double-post, but the above was already a monster.
I'm not sure what went wrong when you tried it, but the electric energy source works fine as far as I can tell.
I've pushed a 1x1 5MW "Electric Heater" into ANE 0.0.2, if you want to verify and/or use any of my prototypes ...
I'm not sure what went wrong when you tried it, but the electric energy source works fine as far as I can tell.
I've pushed a 1x1 5MW "Electric Heater" into ANE 0.0.2, if you want to verify and/or use any of my prototypes ...
- Sun Nov 24, 2019 2:44 am
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 34754
Re: [MOD 0.17+] Adamo Mods
And you said it took *you* a long time to respond...
Anyway:
- I tried to make anything I did there properly prefixed to not cause collisions if you make it 1st party
- Anything you think would be appropriate for your primary mod I think should go there. A single monolithic and consistent ...
- Sat Nov 09, 2019 12:09 am
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 34754
Re: [MOD 0.17+] Adamo Mods
A 1x1 reactor using LEU fuel cells would be a nice addition for precise usage.
Just for you then :)
https://mods.factorio.com/mod/an-extension
It's very alpha (AKA the graphics are 0% complete)... but it's 3MW of LEU consuming 1x1 reactor, and it works in my world. Depends on both Cinefaction ...
- Thu Oct 31, 2019 10:58 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 34754
Re: [MOD 0.17+] Adamo Mods
I have an idea that falls somewhere between "request" and "request for implementation advice since I've not done much mod-writing".
I'm in love with the heat-powered reaction vessels -- by virtue of being small and heat-powered, it turns nearly all of the complexity into "how do we get the stuff in ...
I'm in love with the heat-powered reaction vessels -- by virtue of being small and heat-powered, it turns nearly all of the complexity into "how do we get the stuff in ...
- Thu Oct 31, 2019 10:34 pm
- Forum: Not a bug
- Topic: [0.17.74] Crash: "traversestrongtable at .../lgc.c:437"
- Replies: 2
- Views: 1515
Re: [0.17.74] Crash: "traversestrongtable at .../lgc.c:437"
Well, I was thinking that was quite the improbable reason, but a kernel memtest came back with two failing bytes.
It's circumstantial at best (since vmem means we have no idea if Factorio was sitting on 0x00000003917af088 at the time), but seems like a reasonably compelling explanation if nobody ...
It's circumstantial at best (since vmem means we have no idea if Factorio was sitting on 0x00000003917af088 at the time), but seems like a reasonably compelling explanation if nobody ...
- Sun Oct 27, 2019 8:26 pm
- Forum: Not a bug
- Topic: [0.17.74] Crash: "traversestrongtable at .../lgc.c:437"
- Replies: 2
- Views: 1515
[0.17.74] Crash: "traversestrongtable at .../lgc.c:437"
I have no idea what I was doing that would replicate this -- I think I was scrolling to try to zoom out while having hovered over something?
Anyway, save file and log are attached. Hopefully those are more useful than my memory of my actions is.
Anyway, save file and log are attached. Hopefully those are more useful than my memory of my actions is.
- Fri Oct 25, 2019 10:14 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 55367
Re: Friday Facts #318 - New Tooltips
A couple additional comments --
When I first saw the "Burnable Fuel" icon, I did a double-take, and said "Wait, but how do you get the oil into the boiler?". Then I realized that it was talking about solid fuel. Point is that the icon really looks "liquidey" to me, and makes me want to put burnable ...
When I first saw the "Burnable Fuel" icon, I did a double-take, and said "Wait, but how do you get the oil into the boiler?". Then I realized that it was talking about solid fuel. Point is that the icon really looks "liquidey" to me, and makes me want to put burnable ...
- Sat Oct 05, 2019 4:20 am
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 37556
Re: Friday Facts #315 - New test servers
Current systems engineer, and I think wube made the right choice re: test hardware. You have different priorities and make different decisions when you're in the 'S' part of SMB than you do in the 'M' part.
I would never put that stuff in my network, but I have different focuses/needs ...
- Wed Oct 02, 2019 7:08 pm
- Forum: Duplicates
- Topic: [0.17.69] (Modded) heat box energy source disconnects from grid
- Replies: 3
- Views: 2152
[0.17.69] (Modded) heat box energy source disconnects from grid
The "Heat Furnace" mod provides furnaces powered by heat, with heatpipe connections. I have a circumstance where:
Build some heat furnaces
Get them up to temperature
Build some more furnaces (also some ghosts)
Some subset of the initial furnaces disconnect from the grid
After the grid is ...
Build some heat furnaces
Get them up to temperature
Build some more furnaces (also some ghosts)
Some subset of the initial furnaces disconnect from the grid
After the grid is ...
- Fri Sep 20, 2019 9:37 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 29870
Re: Friday Facts #313 - Light at the end of the bug tunnel
Hey, on the bright side, it means that Factorio has hit it big enough that "the devs go take a vacation" counts as news.
- Fri Aug 30, 2019 9:58 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 46834
Re: Friday Facts #310 - Glowing Heat pipes
some people cant just be happy with the glowing pipes they need more immersion into the colors and brightness, but i think it looks great, so keep up the good work!
don't worry, I give it a month before there is a mod allowing complete rbg control over the heat pipe glow color... and a week ...
- Tue Jul 30, 2019 4:47 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 46533
Re: [MOD 0.16.x] Whistle Stop Factories
For context, this is in regards to a bug a few people have had with WST 0.2.2. In some situations, technology researched before the version was updated does not get unlocked.
I've attached a save file to this post which demonstrates the issue. E: Bug resolved in 0.2.3, so no point in leaving the ...
I've attached a save file to this post which demonstrates the issue. E: Bug resolved in 0.2.3, so no point in leaving the ...
- Fri Jul 26, 2019 9:11 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 353069
Re: Friday Facts #305 - The Oil Changes
Two comments WRT the "just put a pipe down either side" discussion:
1. I think that putting the relevant recipe onto the normal chem plant would work better. That way you only introduce the single new building, and it's a bit more compact for the worse production rate. When you get Advanced, it ...
1. I think that putting the relevant recipe onto the normal chem plant would work better. That way you only introduce the single new building, and it's a bit more compact for the worse production rate. When you get Advanced, it ...