I listen to spacechem music when I play factorio.
https://www.youtube.com/watch?v=QCN3l8wc_-Y
It has a perfect industrial-orchestral feel.
I wish the Factorio devs would ask Evan Le Ny to make the game's music.
Search found 20 matches
- Sun May 05, 2013 5:35 pm
- Forum: Ideas and Suggestions
- Topic: Theme song
- Replies: 23
- Views: 13448
- Tue Mar 19, 2013 10:23 pm
- Forum: Mods
- Topic: [WIP 0.2.10] The power of Atom
- Replies: 19
- Views: 21502
Re: [WIP 0.2.10] The power of Atom
Thank you, I'll get back to work tomorrow!
- Tue Mar 19, 2013 3:30 am
- Forum: Modding interface requests
- Topic: Add different properties for separate tiles?
- Replies: 1
- Views: 4043
Add different properties for separate tiles?
Hello,
Let's say I'd like to make a campaign on Mars about terraforming.
How can I simulate lack of oxygen? I wish I could add a special tile property hasOxygen so I can create like a zone with pressured air and a zone without, where air tanks would be needed not to lose health.
Or maybe radioactive ...
Let's say I'd like to make a campaign on Mars about terraforming.
How can I simulate lack of oxygen? I wish I could add a special tile property hasOxygen so I can create like a zone with pressured air and a zone without, where air tanks would be needed not to lose health.
Or maybe radioactive ...
- Tue Mar 19, 2013 3:26 am
- Forum: Mods
- Topic: [WIP 0.2.10] The power of Atom
- Replies: 19
- Views: 21502
Re: [WIP 0.2.10] The power of Atom
Oh well, feel free to post an example of Lua code so I can understand the basic syntax and some functions?
I'm a complete newbie so I'm kind of lost. Maybe due to the fact it's 4AM.
I'm a complete newbie so I'm kind of lost. Maybe due to the fact it's 4AM.
- Mon Mar 18, 2013 11:50 pm
- Forum: Mods
- Topic: [WIP 0.2.10] The power of Atom
- Replies: 19
- Views: 21502
Re: [WIP 0.2.10] The power of Atom
I think you're right, .json properties are too restrictive. I'll definitely need Lua for this. I know firing it from a rocket launcher is a bit wonky, I'd love to add a missile silo but how'd you target? Maybe a laser targetting device then a remote to shoot at said location ...
Anyway, this will be ...
Anyway, this will be ...
- Mon Mar 18, 2013 6:06 pm
- Forum: Mods
- Topic: [WIP 0.2.10] The power of Atom
- Replies: 19
- Views: 21502
Re: [WIP 0.2.10] The power of Atom
I guess damaging living things in a radius would be okayish.
Anyone has an idea about how to make the nuke fireable by the missile launcher? I'd make a copy of the rocket class and adjust values but I can't find it.
I'll get back to work ASAP.
Anyone has an idea about how to make the nuke fireable by the missile launcher? I'd make a copy of the rocket class and adjust values but I can't find it.
I'll get back to work ASAP.
- Sun Mar 17, 2013 10:19 pm
- Forum: Mods
- Topic: [WIP 0.2.10] The power of Atom
- Replies: 19
- Views: 21502
Re: [WIP 0.2.10] The power of Atom
No, it's actually a different type of missile, very costly and hard to create which triggers a huge explosion and has a massive AoE.
I have no idea about how to simulate radiations though.
I have no idea about how to simulate radiations though.
- Sun Mar 17, 2013 2:36 pm
- Forum: Mods
- Topic: [WIP 0.2.10] The power of Atom
- Replies: 19
- Views: 21502
Re: [WIP 0.2.10] The power of Atom
I've actually encountered a problem with the nuke. I can't find a way to make it work with the missile launcher. The whole uranium processing thing is working but if I released it right now, it would be pointless since the enriched uranium would have literaly no use.
- Sun Mar 17, 2013 11:53 am
- Forum: Mods
- Topic: [WIP 0.2.10] The power of Atom
- Replies: 19
- Views: 21502
Re: [WIP 0.2.10] The power of Atom
I know uranium is not green. It's just a visual cue, since a lot of ore in the game already has a greyish tint. It will be scarce ingame and you'll need A LOT of raw uranium ore to get only a few 235 isotopes.
Smelting uranium ore into uranium bars is barely the beginning of the whole uranium ...
Smelting uranium ore into uranium bars is barely the beginning of the whole uranium ...
- Tue Mar 12, 2013 1:43 pm
- Forum: Mods
- Topic: [WIP 0.2.10] The power of Atom
- Replies: 19
- Views: 21502
[WIP 0.2.10] The power of Atom
Hello there!
I am currently working on a mod to add Uranium deposits, uranium processing technologies, civil and military application etc!
http://puu.sh/2gpPS The power of Atom http://puu.sh/2gpPS
Basically; the mod adds uranium ore deposits http://puu.sh/2gpQP , allowing you to smelt uranium ...
I am currently working on a mod to add Uranium deposits, uranium processing technologies, civil and military application etc!
http://puu.sh/2gpPS The power of Atom http://puu.sh/2gpPS
Basically; the mod adds uranium ore deposits http://puu.sh/2gpQP , allowing you to smelt uranium ...
- Tue Mar 05, 2013 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Modding related suggestions
- Replies: 7
- Views: 17615
Re: Modding related suggestions
Craft chance, please. Make it 100% defaut but I will need some probabilistic crafting.
- Sat Mar 02, 2013 10:12 am
- Forum: Implemented Suggestions
- Topic: Forcefields
- Replies: 10
- Views: 13951
Re: Forcefields
How about forcefields continuously draining power? Also, if they're dealt damage, they'll drain more power, until the plant cannot power it, then it shuts down.
- Sat Mar 02, 2013 10:08 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 256759
Re: Electric energy
Oh dammit, I was already making a nuclear energy mod, I already made the uranium ore etc.
Can we hope for a realistic mod? I mean including isotopes (you'd need the extra rare 235 uranium isotope to make nukes, making them hard to get and justify the ingame power they have), half lives, reactor ...
Can we hope for a realistic mod? I mean including isotopes (you'd need the extra rare 235 uranium isotope to make nukes, making them hard to get and justify the ingame power they have), half lives, reactor ...
- Sat Mar 02, 2013 10:02 am
- Forum: Mods
- Topic: [WIP] Generator properties and recipe
- Replies: 8
- Views: 14262
Re: Generator properties and recipe
But there is no way to integrate any kind of RNG in the recipe or in the device properties.
- Tue Feb 26, 2013 12:36 am
- Forum: Mods
- Topic: [WIP] Generator properties and recipe
- Replies: 8
- Views: 14262
Re: Generator properties and recipe
For the recipe, it's about nuclear energy. I'm trying to make nuclear enrichment, but it would imply only one out of 100 uranium ore would give uranium 235 instead of 238 when put in a centrifuge. But I cannot possibly find a way to do that.
- Tue Feb 26, 2013 12:06 am
- Forum: Mods
- Topic: [WIP] Generator properties and recipe
- Replies: 8
- Views: 14262
Re: Generator properties and recipe
Basically, hydroponics structure. I can't find another way to make it require water supply.
- Mon Feb 25, 2013 10:25 pm
- Forum: General discussion
- Topic: Factorio + Kerbal Space Program
- Replies: 6
- Views: 10311
Re: Factorio + Kerbal Space Program
Already purchased it.
It's more like catastrophic space failure simulator.
It's more like catastrophic space failure simulator.
- Mon Feb 25, 2013 10:05 pm
- Forum: Mods
- Topic: [WIP] Generator properties and recipe
- Replies: 8
- Views: 14262
Re: Generator properties and recipe
No I don't. I just need to use a generator like structure but not to produce electricity.
I need to make an entity which requires water much like the steam engine, but with a 20°C optimal working temperature. It would produce negative energy (consume).
I need to make an entity which requires water much like the steam engine, but with a 20°C optimal working temperature. It would produce negative energy (consume).
- Mon Feb 25, 2013 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Trade deposit for MP
- Replies: 3
- Views: 3090
Trade deposit for MP
If MP eventually comes, a trade depot would be neat.
You could make a proposal of trade with another player like "10 copper plates for 10 iron plates" and Robots would automatically exchange resources from chests specified at said rate. So you can make player's resource protected if wanted and have ...
You could make a proposal of trade with another player like "10 copper plates for 10 iron plates" and Robots would automatically exchange resources from chests specified at said rate. So you can make player's resource protected if wanted and have ...
- Mon Feb 25, 2013 9:18 pm
- Forum: Mods
- Topic: [WIP] Generator properties and recipe
- Replies: 8
- Views: 14262
[WIP] Generator properties and recipe
Hello,
I am currently making a mod and I need help, as I am trying to create a special time of generator which would need 20°C water for optimal functioning.
Does anyone has an idea about how to alter these properties?
Also, I need to make a recipe with one input and two different items resulting ...
I am currently making a mod and I need help, as I am trying to create a special time of generator which would need 20°C water for optimal functioning.
Does anyone has an idea about how to alter these properties?
Also, I need to make a recipe with one input and two different items resulting ...