Sorry for necro...
For pipes without connections, see Flow control mod.
Search found 1264 matches
- Sat Feb 04, 2017 10:44 pm
- Forum: Ideas and Suggestions
- Topic: New elements of construction
- Replies: 3
- Views: 2596
- Sat Feb 04, 2017 10:14 pm
- Forum: Ideas and Suggestions
- Topic: Better Robot Notifications
- Replies: 17
- Views: 7527
Re: Better Robot Notifications
For on-map notifications the approach taken by Colossal Order's "Cities Skylines" game is worth consideration. It limits number of same icons shown within a given area based on map zoom. Zoom all the way out and you might only see one icon for a particular type of notification within a map...
- Sat Feb 04, 2017 10:02 pm
- Forum: Modding interface requests
- Topic: New `bonus-equipment` type?
- Replies: 4
- Views: 3406
Re: New `bonus-equipment` type?
In combination with armour classes (which would limit what sort of equipments could be installed in armour) the equipment types could also be used to add role play elements to the game (related discussion).
- Sat Feb 04, 2017 10:01 pm
- Forum: Development Proposals
- Topic: Role playing direction
- Replies: 105
- Views: 106855
Re: Role playing direction
How about having those class specific roles built into armours instead of the character itself. Then you can build a fighter armour or a scentist lab coat or something. Upgrades could come from equipment - both for player (in their armour slots) and even vehicles. Which is why I put this request in...
- Sat Feb 04, 2017 9:13 pm
- Forum: Texture Packs
- Topic: [Done] Graphics for a Factorissimo replacement
- Replies: 6
- Views: 6076
Re: [Request] Graphics for a Factorissimo replacement
Off-topic: Is your code on github? I'm particularly interested in how you achieved this... "Factories can have names, which appear on both the building and the item when picked up"
- Sat Feb 04, 2017 8:49 pm
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 44019
Re: Version 0.14.22
In our case it crashes during startup. Is Factorio one of those games? :) Yes, Factorio was borking for me but your team pointed me to a fix within a matter of hours of reporting it; specifically adding `--max-texture-size=4096` (yes, my gfx card is that old) to launch parameters in Steam and I've ...
- Sat Feb 04, 2017 8:41 pm
- Forum: Implemented mod requests
- Topic: .15 Request for Consistent event names
- Replies: 7
- Views: 4136
Re: .15 Request for Consistent event names
Current list of modding changes for 0.15 viewtopic.php?f=28&t=39555bobingabout wrote:If there was some sort of list of these changes in a "Changes in 0.15" like there was for 0.13, then, I'd be fine with this.
- Sat Feb 04, 2017 8:35 pm
- Forum: Modding help
- Topic: What are the "must have"-properties in the info.json?
- Replies: 4
- Views: 2187
Re: What are the "must have"-properties in the info.json?
Off-topic, but could you also include image thumbnail and git repo URL in that mod details form? (Bonus points for git integration )
- Sat Feb 04, 2017 8:32 pm
- Forum: Modding help
- Topic: What Lua Version does the game use?
- Replies: 5
- Views: 4432
Re: What Lua Version does the game use?
If possible, please make it so your editor sets up the common directory structure (based on what's in mod) as that will make it much easier should community need to offer support or provide long-term maintenance of mod at later date.
- Sat Feb 04, 2017 8:25 pm
- Forum: Modding help
- Topic: Require location adjacent to water?
- Replies: 9
- Views: 3522
Re: Require location adjacent to water?
Rough sketch of code to swap a offshore-pump with some other entity: Note: There's likely errors in this code, I've not tested it -- shortcut to defines.events table local events = defines.events -- event groups -- Note: Some of the event names might change in Factorio 0.15 local built = { events.on...
- Sat Feb 04, 2017 7:33 pm
- Forum: Modding help
- Topic: Require location adjacent to water?
- Replies: 9
- Views: 3522
Re: Require location adjacent to water?
EDIT: Ignore this entire comment, I read your post above wrong. In answer to your question *will* it take up loads of UPS: No, it won't, because the events used will only be triggered when user tries to build something. If your mod is causing UPS drop, it's most likely to be your on_tick handler. Ea...
- Sat Feb 04, 2017 6:32 pm
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 44019
Re: Version 0.14.22
EDIT: Actually we have issues with OpenGL occasionally too. On some Mac computers it claims 16k texture is supported, but when the game tries to use it, OpenGL crashes the game. Does that bug crash the game early on or after about an hour? Reason I ask is that I have a few Mac games that seem to cr...
- Thu Feb 02, 2017 1:39 am
- Forum: Fan Art
- Topic: The factorio docs
- Replies: 7
- Views: 8639
Re: The factorio docs
Love this idea - was just thinking the other day while looking at Shenzhen that it would be cool if Factorio had something similar.
- Thu Feb 02, 2017 1:24 am
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 45665
Re: Friday Facts #175 - Programmable Speaker
Would be great to have a Lua API for playing sounds (ie. without need to add entity to map).
- Thu Feb 02, 2017 1:08 am
- Forum: Ideas and Requests For Mods
- Topic: Recipe and signal selector
- Replies: 1
- Views: 1393
Re: Recipe and signal selector
They are just normal sprite buttons - when clicked, they simply put an item stack in to the player's cursor (or take what's in the cursor and put it in the sprite button). http://lua-api.factorio.com/latest/LuaGuiElement.html http://lua-api.factorio.com/latest/events.html http://lua-api.factorio.com...
- Thu Feb 02, 2017 12:45 am
- Forum: Ideas and Requests For Mods
- Topic: Can't find a non-game changing mod
- Replies: 1
- Views: 1372
Re: Can't find a non-game changing mod
Sounds like EvoGUI - in it's options screen (cog icon in toolbar) there are additional sensors that can be enabled:
https://mods.factorio.com/mods/Narc/EvoGUI
Or maybe one of these:
https://mods.factorio.com/mods/Squarely ... combinator
https://mods.factorio.com/mods/binbinhfr/TimeTools
https://mods.factorio.com/mods/Narc/EvoGUI
Or maybe one of these:
https://mods.factorio.com/mods/Squarely ... combinator
https://mods.factorio.com/mods/binbinhfr/TimeTools
- Thu Feb 02, 2017 12:40 am
- Forum: Ideas and Requests For Mods
- Topic: Mod to bring back victory poles
- Replies: 3
- Views: 2020
Re: Mod to bring back victory poles
Or just edit the existing mod and tweak it to work at lower tech level, that way you can still have biters so battles are needed to expand, but they won't attack the base as much. Another alternative is to use Creative Mode and put biters in to peaceful mode https://mods.factorio.com/mods/Mooncat/cr...
- Thu Feb 02, 2017 12:38 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Realistic Map Colors
- Replies: 1
- Views: 1347
Re: [Request] Realistic Map Colors
There are already some mods that do this sort of thing, and would be relatively easy to tweak if you wanted to change colors:
https://mods.factorio.com/mods/Taehl/UsefulMapColors
https://mods.factorio.com/mods/osldgoth ... Map_Colors
https://mods.factorio.com/mods/Taehl/UsefulMapColors
https://mods.factorio.com/mods/osldgoth ... Map_Colors
- Thu Feb 02, 2017 12:35 am
- Forum: Implemented mod requests
- Topic: .15 Request for Consistent event names
- Replies: 7
- Views: 4136
Re: .15 Request for Consistent event names
I think that would be acceptable. It's a trivial fix for modders, and it will make things much more consistent as well as removing ambiguity.
- Thu Feb 02, 2017 12:33 am
- Forum: Modding discussion
- Topic: Example of a well structured Factorio mod?
- Replies: 1
- Views: 1494
Re: Example of a well structured Factorio mod?
It depends on what you plan to do as to how your mod will be structured. I'd advise looking at existing mods in the mod portal (download some, they are just zip files so you can easily open them to see what's inside). Generally speaking, it's wise to have just a few files in the main folder (the inf...