Search found 5209 matches
- Mon Dec 02, 2024 10:41 pm
- Forum: Show your Creations
- Topic: Ships that can get to the shattered planet
- Replies: 3
- Views: 2038
Re: Ships that can get to the shattered planet
Let me join the bragging thread - before they fix railguns and make it all way easier! Here's the generic description from the picture thread. Legendary Multipurpose Prototype Cargo: 5109 slots (optionally holds ammunition reserves) Maximum Speed 215km/s Weight: 2967t 6000k promethum storage facilit...
- Mon Dec 02, 2024 10:21 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 54
- Views: 6571
Re: Space Platforms
Legendary Multipurpose Prototype Cargo: 5109 slots (optionally holds ammunition reserves) Maximum Speed 215km/s Weight: 2967t 6000k promethum storage facility. Destination-based automatic speed control. High-precision triple-fuel injection system allows fine grained control in 1% steps. No-waste dua...
- Fri Nov 15, 2024 9:29 am
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 11604
Re: Friday Facts #436 - Lost in Translation
Thank you very much for the べると⇔ベルト feature (albeit I have to admit in 150h of playing Japanese Space Age I've - in retrospect oddly - never missed it). After years of default-English I am very very happy with the Japanese experience. The translation quality is extremely high compared to other regre...
- Fri Jun 09, 2023 5:09 pm
- Forum: Development tools
- Topic: No Graphics mod tool
- Replies: 1
- Views: 1500
Re: No Graphics mod tool
Feel free to take inspiration from my (now unmaintained) code https://mods.factorio.com/mod/eradicators-vram-saver
- Mon Oct 03, 2022 9:23 am
- Forum: Modding interface requests
- Topic: script.once_at_tick as a specialized offspring of script.on_nth_tick
- Replies: 2
- Views: 1085
Re: script.once_at_tick as a specialized offspring of script.on_nth_tick
My library uses exactly the same abbroach as deadlock says (including unregister when not in use) because I was also sorely missing it. Takes the target tick, method name and (a table of) paramters (without paramters it would be useless imho because of cases where the same handler happens multiple t...
- Fri Sep 23, 2022 8:58 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 31875
Re: Friday Facts #370 - The journey to Nintendo Switch
I'm aware of the issue and it's something I know all too well, as I play on multiple consoles. Good to know. I know it's a complicated issue and difficult to please everyone. For the PC and Steam Deck, the plan is to use the Xbox layout, as this is what appears to be standard Eh, it's only "st...
- Fri Sep 23, 2022 5:00 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 31875
Re: Friday Facts #370 - The journey to Nintendo Switch
Controllers - Respects known standards. @Twinsen As you seemed to care about the Asian translations, are you going to have a controller layout dialogue? I'm talking about the regionally-dependand standard use and swapping of X/Y and A/B buttons. I'm used to the Japanese layout (physical "right...
- Tue Apr 05, 2022 7:25 am
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 37843
Re: Dyson Sphere Program
Why it does not have pollution though I dont know, In DSP you're just a robot sent to strip-mine a bunch of planets. Nobody is going to live on those planets, so pollution is a non-issue. Also the story seems to suggests that mankind lives in a matroshka-brain without a biological body, so even on ...
- Mon Sep 20, 2021 4:48 pm
- Forum: Ideas and Requests For Mods
- Topic: Train control for kids
- Replies: 12
- Views: 4933
- Mon Sep 20, 2021 11:50 am
- Forum: Ideas and Requests For Mods
- Topic: Train control for kids
- Replies: 12
- Views: 4933
Re: Train control for kids
Here you go: https://mods.factorio.com/mod/stop-on-red An interesting read. get_rail_segment_entity Aha! No wonder my searching for "signal" didn't find it :). if signal.signal_state == defines.signal_state.open then return end Hm, the doc for signal_state says Can only be used if this is...
- Mon Sep 20, 2021 12:26 am
- Forum: Modding interface requests
- Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
- Replies: 9
- Views: 3646
Re: Modding - order property in LuaGuiElement
GuiElements are displayed by order of creation Related: https://forums.factorio.com/89834 LuaGuiElement.add{index=} was added to allow out-of-order creation of elements. Allows limited re-ordering by destroy/recreating only some elements instead of all. I suspect that "write support for index ...
- Mon Sep 20, 2021 12:12 am
- Forum: Ideas and Requests For Mods
- Topic: Train control for kids
- Replies: 12
- Views: 4933
Re: Train control for kids
I'd like to know if it's possible to make a mod to stop a manually controlled train if the signal isn't green? Could anyone help with that? Possible? Yes. Easy? No. I quickly hacked a proof-of-concept together but it's very crude. It'll stop single-direction forward driving manual (Edit: Oops, forg...
- Sun Sep 19, 2021 11:31 pm
- Forum: Gameplay Help
- Topic: disable building certain buildings?
- Replies: 2
- Views: 1765
Re: disable building certain buildings?
Slightly more complicated if it's a building that's still needed otherwise (to make something else). It's also possible for a mod/scenario to catch the build event for the building you don't want and then destroy the building. It would be far easier to remove the items_to_place_this relationship be...
- Sun Sep 19, 2021 11:27 pm
- Forum: Gameplay Help
- Topic: Cannot Access Equipment Grid in Power Armor
- Replies: 2
- Views: 2462
Re: Cannot Access Equipment Grid in Power Armor
Is your screen resolution less than 1920x1080, and/or you have interface scale set to something else than 100%?
- Sun Sep 19, 2021 11:14 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 185212
Re: Friday Facts #365 - Future plans
I'd rather see an isometric view than hexagonal tiles. Imagine the possibilities if you had the ability to edit the terrain and build underground like you can in Rollercoaster Tycoon. Imagine the possibilities of having to actually manage several different levels of underground belts and pipes that...
- Sat Sep 18, 2021 10:56 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 88779
Re: All the different ways to automate a nuclear power plant
You're forgetting heat pipes and unfuled reactors as a heat-storage method. They are lossless but not directly measurable. Personally I've never seen a large scale design using this approach but I'm sure they must be out there. (Also when optimizing for UPS accumulators are actually better than stea...
- Sat Sep 18, 2021 1:43 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 185212
Re: Friday Facts #365 - Future plans
Btw, on the topic of "hired modders": As far as I have seen on the forum, Wube hired two modders. Also Bilka. Would be interesting to know who initiated that process. Don't forget Klonan :) For some reason I always assumed Klonan went the other way round. Was Klonan hired before or after ...
- Fri Sep 17, 2021 10:24 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 185212
Re: Friday Facts #365 - Future plans
I'd like to see GTA 6 :lol: :lol: :lol: Thinking of the original 2D GTA games makes me wonder if the factorio engine would be suitable to relicense to other studios. Displaying a few buildings, explosions and textboxes already works :p. Btw, on the topic of "hired modders": As far as I ha...
- Fri Sep 17, 2021 12:23 pm
- Forum: Modding interface requests
- Topic: Log Something When Mod is Missing Dependency
- Replies: 8
- Views: 3247
Re: Log Something When Mod is Missing Dependency
+1 Read the directories, read mod.json, filter out duplicates, store the mods in a list, read dependencies in mod.json and write it into hash (mod -> dependencies) and look, if after load all dependencies have a mod loaded. If not, this mod isn’t activated. It was really not more than a screen of co...
- Thu Sep 16, 2021 10:04 pm
- Forum: Modding help
- Topic: Chunk edges visable after changing tiles in on_chunk_generated
- Replies: 2
- Views: 1391
Re: Chunk edges visable after changing tiles in on_chunk_generated
LuaSurface.set_tiles(tiles, correct_tiles) has a correct_tiles parameter, have you tried turning that on/off? Another method would be to change map gen settings so that the game handles it for you. But those are a bit underdocumented and can be difficult to get right.