There are a number of mods which use a reskinned chest, and have a script do "stuff" with what is inside. This and I presume a dummy pipe/tank may allow the interface to function.
It is possible for a script to unlock a technology, and probably see what science is being researched.
Search found 2124 matches
- Sun Mar 24, 2024 11:59 pm
- Forum: Ideas and Requests For Mods
- Topic: Science Overhaul
- Replies: 2
- Views: 224
- Wed Mar 13, 2024 9:59 pm
- Forum: General discussion
- Topic: Quality level run-off poll
- Replies: 31
- Views: 1810
Re: Quality level run-off poll
Yea. Admittedly, I only learned of it properly with Tierzoo, and it was the least interesting part of those videos. Professional quality edutainment on various animals. And yes. Extending the scale past F-A and then S to SS and SSS is an indication that something broke. Or that there was some kind o...
- Wed Mar 13, 2024 3:59 pm
- Forum: General discussion
- Topic: Quality level run-off poll
- Replies: 31
- Views: 1810
Re: Quality level run-off poll
(My own opinion is that even 'S', let alone 'SS' or 'SSS', is symptomatic of unplanned extensions to a range. You designed a range with, say, 'A' to 'D', and then find later that you need a higher grade than 'A', so have to improvise. Adding such things in at the start is pointless.) You don't watc...
- Tue Feb 27, 2024 12:48 am
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 70
- Views: 7322
Re: Quality level names poll
How about a tier name configuration section in the settings? A configurable list of 5 words shouldn't be too difficult to add. For multiplayer, the list from the server is used to avoid desyncs. That is a very funny joke! :lol: Though some might believe that you are serious. Since this only effects...
- Tue Jan 09, 2024 2:07 am
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 22
- Views: 4255
Re: Robot repairs / builds disable on attacks - Save (construction) robots from their doomed fate!
At a thought, use the same logic as character health regeneration. If damage is taken, wait x time before repairs are permitted. Say 10-30 seconds after the most recent damage.
- Sun Jan 07, 2024 5:06 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Flow Routers - UTU balancers without the balance
- Replies: 12
- Views: 8019
Re: Flow Routers - UTU balancers without the balance
I've been using those smaller splitter bricks with outward priority instead of 4:4 balancers for a while but I always had the output side prioitized outwards as well. It never occured to me that not doing that would add a bit of balancing back into it. Why not use the expanded brick design? Is it ju...
- Sun Dec 24, 2023 10:35 pm
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 3904
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
I would be absolutely shocked if the limit of 300% is not itself moddable.
- Fri Dec 22, 2023 2:13 am
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 3904
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
Are you suggesting an... e^xponentally increasing cost? I mean, that has to be intended as a joke, right? By saying "x" aka "*" aka "multiply" I mean that an appropriate cost factor may be set to match the original idea. Setting up a splitter filter and recycler in the...
- Tue Dec 19, 2023 11:54 pm
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 70
- Views: 7322
Re: Quality level names poll
Q1 - Q5 would get my vote. It worked fine in Sim Company, and that is a sufficiently industrial-ish game that I wouldn't find it out of place here. But honestly, as long as it is mutable, I don't think it matters, because there will be a single mod within a day that has 50 different naming schemes y...
- Mon Dec 18, 2023 2:55 am
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 3904
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
Are you suggesting an... e^xponentally increasing cost?coppercoil wrote: ↑Fri Dec 15, 2023 9:49 amI agree with that. So let's make a special expensive recipe with x2.718 cost and producing time factor.
I mean, that has to be intended as a joke, right?
- Fri Dec 15, 2023 3:48 am
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 3904
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
I would flat out prefer having the recycler over having any productivity at all, if I had to choose between the two.
- Sat Dec 09, 2023 2:33 am
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 24704
Re: Friday Facts #388 - Smaller things for 2.0
https://mods.factorio.com/mod/Underground%20Indicators While I absolutely agree that underground distance indicators are a good addition, I feel that flat-out indicating the max distance tile would work better, because it gives the information instantly, instead of still needing to wait until you hi...
- Mon Nov 20, 2023 3:37 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128722
Re: Friday Facts #375 - Quality
If you are, say filtering off, say, green and red circuits for making high grade modules, but it's early so you only expect +1 quality, but end up with some +2 or even +3 circuits. Would they be useless, or could you substitute them in? Up to you. Use them now, and sacrifice the extra level of qual...
- Mon Nov 20, 2023 12:12 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128722
Re: Friday Facts #375 - Quality
What are you supposed to do with the occasional higher quality materials you can't match with others? Don't produce them without a plan. I mean both when you end up with a bad ratio of quality components, and moreso that there is a small chance of getting an even higher quality. If you are, say fil...
- Sun Nov 19, 2023 12:30 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128722
Re: Friday Facts #375 - Quality
Query. Can you use different qualities of raw materials, or do they have the be the same quality? And if so, what are you supposed to do with the occasional higher quality materials you can't match with others? Or does it use the lowest included quality, average, etc?
Do fluids have quality?
Do fluids have quality?
- Fri Oct 27, 2023 7:58 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 35356
Re: Friday Facts #382 - Logistic groups
No holes in the ship make sense. The big question is if underneathies can go through like they can underwater, if the underground portion is visible, and whether or not people will start building vaguely jellyfish-like space platforms, with tiny gaps used to allow technically not holes in the middle...
- Fri Sep 15, 2023 5:31 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56592
Re: Friday Facts #376 - Research and Technology
Ah, nullius type rech unlocks. Very nice. That actually helped keep that game's massive number of tech tiers under control. However, I still don't feel quality is right, and you still should have alternate recipes instead. But more of a substituting ingredients thing, using a red circuit instead of ...
- Wed Aug 23, 2023 2:56 am
- Forum: News
- Topic: Friday Facts #372 - 2022 recap
- Replies: 32
- Views: 24402
Re: Friday Facts #372 - 2022 recap
What is your opinion of these people who put together personal/useless mod packs on the portal? Do you think they pollute the mod portal? My opinion is that there should be an option to password hide such uploads, because it is far easier to sync custom, personal mods for multiplayer instead of the...
- Tue Sep 27, 2022 5:37 pm
- Forum: Mods
- Topic: [MOD 0.17x] Flare
- Replies: 26
- Views: 10265
Re: [MOD 0.17x] Flare
It appears that the hack I used isn't functional anymore. Explosions don't seem to support light anymore, or at least I can't see how. All instances of explosions now seem to have their light parameter commented out, so I would have to find a new dummy to create light with.
- Tue Sep 27, 2022 4:53 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141383
Re: [MOD 0.17.x] Modular Armor Revamp
I have no intent to further update this mod. Almost all of the things this mod was made to address have been implemented. I will update Modular Armor Rescale, as it addresses the only real issue I see remaining. -Solar-Nuclear Gap. Gap went from 112/750 to 336/720, which isn't as unreasonable. The h...