Search found 435 matches
- Sat Dec 09, 2017 1:59 pm
- Forum: Modding interface requests
- Topic: LuaTrain weight_modifier
- Replies: 0
- Views: 979
LuaTrain weight_modifier
Would it be possible to change train weight, not per entity but for entire LuaTrains? Simply a Lua-controlled modifier that gets added to the total train weight, if that can be done. This would be great for mods adding weight to train cargo, adding dead weight purposefully for more biter-crushing po...
- Tue Jul 25, 2017 5:36 pm
- Forum: General discussion
- Topic: 0.15 train speed
- Replies: 3
- Views: 3308
Re: 0.15 train speed
Someone did: https://www.reddit.com/r/factorio/comments/6bgmvh/01510_train_max_speed_per_fuel_type/ Drag is depending on what car is in front fyi, I assume those measurements had the locomotive in front. That table is not accurate. A 1-4 coal-powered train can reach max speed without difficulty. In...
- Mon Nov 21, 2016 4:53 pm
- Forum: Combinator Creations
- Topic: Movie Player
- Replies: 86
- Views: 493611
Re: Movie Player
Holy crap, 34 megabytes of memory! With that you could store the entirety of Doom 1 and 2 and still have 8MB to spare. That's seriously impressive!
- Fri Aug 05, 2016 5:07 pm
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 38635
Re: Friday Facts #150 - New Terrain Experiments
How about a swampy biome, one that would actually affect gameplay by slowing players down and perhaps even disallowing building?
- Sun Jul 31, 2016 8:02 am
- Forum: Balancing
- Topic: Alien evolution in 0.13 - too slow?
- Replies: 12
- Views: 5336
Re: Alien evolution in 0.13 - too slow?
Electric furnaces pollute more until you stuff them with efficiency modules, so you may have accidentally avoided some pollution by delaying the upgrade.
- Tue Jul 26, 2016 3:59 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::close_entity()
- Replies: 0
- Views: 914
LuaPlayer::close_entity()
A method to close the GUI of currently opened entity. Using this together with LuaPlayer::opened would finally allow mods to have custom entity GUI without having to resort to special items used to open it.
- Sat Jul 23, 2016 11:41 am
- Forum: Implemented mod requests
- Topic: [0.13.10] Burner energy_source doesn't work in certain entity types
- Replies: 3
- Views: 1938
Re: [0.13.10] Burner energy_source doesn't work in certain entity types
Yeah, things like roboports and laser turrets are unlikely to use burner energy outside of some esoteric mods. On the other hand, there already are mods that implement hacky solutions to have electric trains and burner lamps, and I stumbled upon this when I tried to make a burner radar. The fix woul...
- Sat Jul 23, 2016 11:07 am
- Forum: Implemented mod requests
- Topic: [0.13.10] Burner energy_source doesn't work in certain entity types
- Replies: 3
- Views: 1938
[0.13.10] Burner energy_source doesn't work in certain entity types
Recently I've been in need of a burner-powered radar for a mod of mine, but discovered that there's no way to actually fuel them in the game, neither manually nor with console commands. This got me to test burner energy with more entity types. Here's what I found: Burner assemblers and labs work wel...
- Fri Jul 22, 2016 6:26 pm
- Forum: News
- Topic: Friday Facts #148 - Optimizations for 0.14
- Replies: 49
- Views: 31290
Re: Friday Facts #148 - Optimizations for 0.14
Very interesting! A belt performance improvement would be a big boon for large factories, currently the near-universal advice from large scale builders is to ditch belts in favour of bots because they run faster.
One thing I'm wondering is, how much impact would this have on modding?
One thing I'm wondering is, how much impact would this have on modding?
- Mon Jun 20, 2016 12:31 pm
- Forum: Mods
- Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
- Replies: 28
- Views: 41293
Re: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
Here's an updated version of the mod. Should fix the issues with concrete deleting the indicators and the subsequent crash, so if you had a save ruined by 1.1.2, this should be able to fix it. Also fixes a couple of other potential bugs.
- Fri Jun 10, 2016 8:56 pm
- Forum: Outdated/Not implemented
- Topic: Accumulator usage cutoff points
- Replies: 3
- Views: 1858
Re: Accumulator usage cutoff points
These technologies would require several things: 1) accumulators capacity at combinator 2) some sort of "switch" power pole that transmits or blocks energy flow. with circuit network conditions Those two are coming in 0.13, so with some planning it will be possible to do this player-side ...
- Fri Jun 10, 2016 2:33 pm
- Forum: Implemented mod requests
- Topic: Full access to prototype info at runtime
- Replies: 19
- Views: 6085
Re: Full access to prototype info at runtime
Would it be possible to instead allow the data.lua and control.lua phases of mods communicate somehow? That way we could do this on our own without dev support, at our own peril.
- Sun Jan 31, 2016 7:58 pm
- Forum: Pending
- Topic: [0.12.3] [pending] Opening placed entities speeds up their sound
- Replies: 5
- Views: 12348
Re: [0.12.3] [pending] Opening placed entities speeds up their sound
I've had this same issue practically on every playthrough, but it's so minor that I always forget to report it. But yes, quitting makes it go away, though it usually just randomly happens again later on.
- Fri Jan 29, 2016 11:29 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 78266
Re: Friday Facts #123 - Better circuit network (Part 2)
Sounds interesting, but won't this limit building possibilities in some ways? After all there's only a certain limited amount of spots around your machinery, so the amount of combinations you can make is finite. Won't chests be reduced from 5 "inputs" (4 machines at each side + circuit net...
- Sun Jan 24, 2016 4:09 pm
- Forum: Implemented Suggestions
- Topic: Support for A.I.
- Replies: 2
- Views: 10250
Re: Support for A.I.
The modding interface already has all you need to make a bot.
- Sun Jan 24, 2016 3:30 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 212678
Re: Solar panels less of a no-brainer
I think the actual underlying question here is not "Why is solar so OP?", it is "Why does the majority of players gravitate towards solar?" The same thing happens with steel and electric furnaces, most people go for electric furnaces even though steel ones are either more efficie...
- Tue Sep 29, 2015 2:59 pm
- Forum: General discussion
- Topic: Guys, How do you feel about the killing power of tanks.
- Replies: 26
- Views: 20319
Re: Guys, How do you feel about the killing power of tanks.
Tanks suck for the same reason flamethrower sucks, they have no upgrades. You can't upgrade their speed or durability, you can't upgrade the cannon at all, you can't upgrade the machinegun rate of fire (and bullet damage itself doesn't cut it), and to top it off, they were supposed to need only gree...
- Fri Sep 04, 2015 10:41 pm
- Forum: News
- Topic: Friday Facts #102 - Getting close
- Replies: 32
- Views: 37317
Re: Friday Facts #102 - Getting close
Aw, I hoped the power switch would have been 1x1 or 1x2. 2x2 is huge!
Also it's great to hear the FactorioMods is going to be (well, sort of) made official. It's so much better than the silly fractured mod forums we have, but it's not used nearly enough...
Also it's great to hear the FactorioMods is going to be (well, sort of) made official. It's so much better than the silly fractured mod forums we have, but it's not used nearly enough...
- Wed Sep 02, 2015 7:46 am
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 16587
Re: Piercing rounds recipe should include regular rounds
The point of this suggestion is to make piercing rounds have a more complex recipe, though. Recycling machines don't help with that unfortunately.
- Fri Aug 28, 2015 9:26 pm
- Forum: News
- Topic: Friday Facts #101 - The players are real people
- Replies: 96
- Views: 65841
Re: Friday Facts #101 - The players are real people
Ah, euroskepticism! That's all you need to confirm Kovarex is truly Czech :D But yeah, I would also enjoy it if future FF's were oriented about the game itself. I understand there's not much to write about and that there's pressure to put at least something in the weekly blog post, but I think peopl...