Search found 17 matches
- Fri Feb 05, 2021 11:38 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 183999
Re: Friday Facts #365 - Future plans
Frankly, a way to pull in some of the more.. ok I'll say it, the ladies --- that would be amazing. Something to itch that Stardew Valley type gameplay.. collecting, farming, caring for critters, dungeon diving... Factorio has always been laser focused on 'the factory must grow' and I feel like they ...
- Thu Jul 30, 2020 2:03 pm
- Forum: Releases
- Topic: Version 0.18.38
- Replies: 24
- Views: 17611
Re: Version 0.18.38
I may have found a game breaking bug. If you create a deconstruction planner, set it to tile, 'only', select a tile (eg 'concrete') and then save it into your BP library --- if you attempt to use it from the bp library, you will crash the server / game. Currently does on my Krastorio / SpaceEx serve...
- Mon Jun 24, 2019 3:29 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 246310
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Minor thing,
in the readme, the sample given uses '.create_tier(..)'
where it should be add_tier
in the readme, the sample given uses '.create_tier(..)'
where it should be add_tier
- Tue Apr 16, 2019 7:37 am
- Forum: Mods
- Topic: [Mod 0.17.x] Actual Craft Times Remade
- Replies: 1
- Views: 2078
[Mod 0.17.x] Actual Craft Times Remade
Actual Craft Times Remade Capture.PNG I've always had a hard time figuring out how many of this or that is needed to get Y, so here's a mod to help us both out! Taking into account the bonuses applied to the various things that can get bonuses, this mod will you show you exactly how fast your assem...
- Fri Apr 12, 2019 4:35 pm
- Forum: Releases
- Topic: Version 0.17.29
- Replies: 33
- Views: 18606
Re: Version 0.17.29
Getting the same Blueprint error - just moving mouse over blueprint in toolbar will crash the game
- Fri Apr 12, 2019 12:06 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 65359
Re: Friday Facts #289 - Character GUI
So I was thinking about the requests for being able to enable / disable logistics, grouping things so you can have presets for building and, the idea that logistics slots were going to hold the 'concept' of items,(like the toolbar) and it occurred to me. Why not integrate the toolbar *into* logistic...
- Tue Apr 02, 2019 8:07 am
- Forum: Not a bug
- Topic: [0.17.23] - Bots from opposite player prioritize my tasks
- Replies: 5
- Views: 2242
[0.17.23] - Bots from opposite player prioritize my tasks
This is one that gets old pretty fast. If you both have a roboport + construction bots and are both standing within range of a task, the *other* player's bots will be the ones to do the task, even if that player is further away. So if you cut the smeltery and the other player is in range, all their ...
- Tue Apr 02, 2019 7:56 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 213440
Re: [0.17.x] Bob's Mods: General Discussion
It was an interesting start. Lets just say that having your oil underneath a large biter patch makes things... challenging. Also Sniper turrets ended up being a lot less effective because we were using Swarmageddon, which splits biters into smaller biters based on their HP -- sooo the big guys would...
- Tue Apr 02, 2019 7:06 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Read Server's Config and Apply Before Reloading
- Replies: 0
- Views: 773
Suggestion: Read Server's Config and Apply Before Reloading
TLDR: When connecting to a server and syncing mods, it takes two restarts - one to download and apply the mod, two to apply mod settings. Suggest also downloading the server's config at the 'sync' stage and applying it immediately. Longer version: My startup time is about 2-3 minutes at the moment w...
- Tue Mar 19, 2019 12:14 am
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 36554
Re: Friday Facts #286 - Pollution cleanup
This interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds). So at 0.73 evolution (for which the calculation has been done), you'd have one biter spawn from each spawner every 206 ticks, or around ...
- Fri Aug 31, 2018 8:00 am
- Forum: Ideas and Suggestions
- Topic: Expand Tutorial Mode into Blueprint Editor
- Replies: 8
- Views: 4796
Re: Expand Tutorial Mode into Blueprint Editor
That's a good idea too. I use a Creative mod to quickly design things, it's super handy (yay for Creative Supply Chests!). But chances are you're doing the majority of your designing in-game, on a map with ore etc that already lets you do all these things. What we really need is a way to be able to ...
- Thu Aug 30, 2018 8:50 am
- Forum: Ideas and Suggestions
- Topic: Expand Tutorial Mode into Blueprint Editor
- Replies: 8
- Views: 4796
Re: Expand Tutorial Mode into Blueprint Editor
https://preview.ibb.co/jiGt8U/tutorial_mod.png That's tutorial mode. I thought it'd be damn cool to just open up the inventory/build menu into creative mode, and then all you need to 'add' to the game is a way to load from a blueprint / save to a blueprint. Only thing missing might be water / pumps...
- Thu Aug 30, 2018 6:23 am
- Forum: Ideas and Suggestions
- Topic: Expand Tutorial Mode into Blueprint Editor
- Replies: 8
- Views: 4796
Expand Tutorial Mode into Blueprint Editor
Expand the current Tutorial Mode into a blueprint edtior Allow 'advanced editing' of a blueprint by taking the user into the same place tutorials use, where the user can then add / edit items in the blueprint. What ? Factorio has a cool tutorial mode which includes the ability to see your character...
- Thu Aug 30, 2018 6:10 am
- Forum: Ideas and Suggestions
- Topic: Make Blueprint Name always an editable textbox
- Replies: 0
- Views: 1018
Make Blueprint Name always an editable textbox
Make Blueprint Name always a textbox Trips me up over and over to have to click the pencil, and then NOT the green checkmark. Suggest making the Blueprint name simply be a text box all the time, OR save on exit. What ? There have been multiple posts on this, see: https://forums.factorio.com/viewtop...
- Tue Aug 14, 2018 5:35 am
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 58784
Re: Friday Facts #255 - Construction tools
So someone mentioned here that a more advanced blueprint editor would be nice - have any of you tried the tutorials? They take you into a 'different world' where you can still build / run around as a character. What if you could 'edit' a blueprint by going into this mode, and it sets you to creative...
- Tue Jul 05, 2016 12:15 am
- Forum: Mods
- Topic: [MOD 0.13] SpaceBook - a multiplayer / PvP / RP manager
- Replies: 120
- Views: 65098
Re: [MOD 0.12+] SpaceBook - a multiplayer/PvP/RP manager
Yeah my new heavy armor told his turrets where to go :) Although it highlighted how pointless regular bullets become against players with armor.. Anyways I was wondering if it would be possible to do something a little bit more automated with this tool. Or if you could point me in the right directio...
- Sun Jul 03, 2016 7:23 am
- Forum: Mods
- Topic: [MOD 0.13] SpaceBook - a multiplayer / PvP / RP manager
- Replies: 120
- Views: 65098
Re: [MOD 0.12+] SpaceBook - a multiplayer/PvP/RP manager
Hey just wanted to chime in here with a big THANK YOU for developing this mod. It's exactly what I've been looking for to set up my home games between the family And my son already shot me several times with entirely too much giggling. -_-
Great work
Great work