Search found 26 matches
- Fri Apr 08, 2022 2:54 am
- Forum: Modding help
- Topic: Fluidbox minimum_temperature and maximum_temperature not working?
- Replies: 9
- Views: 3186
Re: Fluidbox minimum_temperature and maximum_temperature not working?
So specifying a list/array of different accepted fluids isn't supported in the fluidbox at all, and would currently murder performance if it was hacked in (going through a whole list of accepted types for all filtered inputs etc.) In theory the only time a check is needed is when it changes the flu...
- Sat Feb 05, 2022 7:58 pm
- Forum: Wiki Talk
- Topic: Wiki Login Problems
- Replies: 1
- Views: 1842
Wiki Login Problems
Today I had to change all my passwords for Factorio and got stuck in the wiki one. I'm not shure when and if I created one there but when I request a new account it says that my username is already taken. So my guess is I alredy have an account but just can't log in and there seems to be no reset pa...
- Mon Jun 21, 2021 1:49 pm
- Forum: Implemented for 2.0
- Topic: Recipe keys or key or normal.key or normal.keys or ...
- Replies: 6
- Views: 2189
Re: Recipe keys or key or normal.key or normal.keys or ...
What i would do, or Option A: Implement the new standart and log a warning if a mod uses the old method Could even state that it won't work from version 1.1x onward anymore Then, if a mod still uses the "obsolete" method they get informed and will change their mod accordingly If not, the M...
- Mon Jun 21, 2021 6:28 am
- Forum: Implemented for 2.0
- Topic: Recipe keys or key or normal.key or normal.keys or ...
- Replies: 6
- Views: 2189
Recipe keys or key or normal.key or normal.keys or ...
TL;DR Please unify recipes to recipe.normal{ ingredients{}, results{} } and recipe.expensive{ ingredients{}, results{} } What ? Currently, if i want to get the results of a recipe i have to check for recipe.result, recipe results or normal.result, normal.results or expensive.result, expensive.resul...
- Mon May 17, 2021 9:10 am
- Forum: General discussion
- Topic: Alt-F4 #35 - Do you even lift bro?
- Replies: 1
- Views: 2150
Re: Alt-F4 #35 - Do you even lift bro?
So, how dense has the atmosphere to be for a bot to fly and carry a reactor or two? Could Nauvis even maintan a EM-Field to withstand solar forces to keep its Atmosphere (especially when the Sun collapses to a white dwarf)? If the Suns gravity would be that strong then the rotation of nauvis would l...
- Mon Aug 31, 2020 7:49 pm
- Forum: Duplicates
- Topic: [1.0.0] Steam Achievements unlocked with Mods
- Replies: 1
- Views: 2193
[1.0.0] Steam Achievements unlocked with Mods
As the title says, Steam Achievements can be unlocked by simply disabling the mods to get the Achievement/s. I couldn't believe when someone told me this stupidly simple trick so i've tried it with the "There is no Spoon" Achievement. As you can see below, the Save isn't tainted when a Mod...
- Sun Aug 09, 2020 3:07 pm
- Forum: Implemented Suggestions
- Topic: Player Request Confirmation Not Needed
- Replies: 22
- Views: 6566
Re: Player Request Confirmation Not Needed
I tend to agree with KoS. A confirmation is unnecessary because we are used to close windows with E / ESC and also keep the changes. Although i see/understand the reason for a confirmation button, it feels "not in line" with the rest of the game. If one accidentially orders eg. 2000 Pipes ...
- Wed Aug 05, 2020 3:23 am
- Forum: Pending
- Topic: [0.18.42] Strange Trees
- Replies: 1
- Views: 1132
[0.18.42] Strange Trees
As you can see in the 2 images below, the Trees are placed in a perfect grid. I started this Map in 0.17.xx and loaded it in 0.18.40 but i don't know if it was like this back then. Now in 0.18.42 this catched my attention. https://i.imgur.com/BE3puM7.png https://i.imgur.com/YpKcEkT.png I've attached...
- Tue May 26, 2020 2:16 am
- Forum: Ideas and Suggestions
- Topic: Lamp Color priority
- Replies: 1
- Views: 1049
Lamp Color priority
The vanilla behaviour for lamp light colors is a bit unhandy as it prefers like red over green because it comes first in the row of signals. I would like to be able to increase eg. green by one so the lamp would use green instead of red because it now has a "higher" signal value. This way ...
- Mon Jan 20, 2020 9:09 am
- Forum: Modding help
- Topic: Belt Volume
- Replies: 2
- Views: 1022
Belt Volume
Is there a way to lower the volume of Belts? They are louder than the Machines and Inserters next to it.
As a Headphone User it is very annoying to the point where i turn off the ambient sound.
There is a Mod which disables the Belt Sound completely but thats to much of what i want ^^
As a Headphone User it is very annoying to the point where i turn off the ambient sound.
There is a Mod which disables the Belt Sound completely but thats to much of what i want ^^
- Sat Sep 07, 2019 12:57 pm
- Forum: Modding help
- Topic: Modify Mining Speed
- Replies: 2
- Views: 1333
Re: Modify Mining Speed
Well, i feel dumb now ^^
- Sat Sep 07, 2019 12:14 pm
- Forum: Modding help
- Topic: Modify Mining Speed
- Replies: 2
- Views: 1333
Modify Mining Speed
I would like to modify the mining-speed and module-slots of the vanilla Mining Drills. Unfortunately I'm stuck with this: data.raw.["mining-drill"]["burner-mining-drill"].mining_speed = 0.33 data.raw.["mining-drill"]["electric-mining-drill"].mining_speed = 0.7...
- Wed Sep 04, 2019 11:12 am
- Forum: Minor issues
- Topic: [0.17.67] Coal Liquefaction and Advanced Oil Processing show the same Icon in Techtree
- Replies: 2
- Views: 1328
[0.17.67] Coal Liquefaction and Advanced Oil Processing show the same Icon in Techtree
Another minor issue.
As you can see in the image below, the advanced Oil Processing and the Coal Liquefaction share the same Icon in the Technology Window.
One of them needs to change i think.
As you can see in the image below, the advanced Oil Processing and the Coal Liquefaction share the same Icon in the Technology Window.
One of them needs to change i think.
- Tue Sep 03, 2019 9:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.66] GUI - blueprint peek moved when autosaving
- Replies: 3
- Views: 2986
Re: [0.17.66] GUI - blueprint peek moved when autosaving
This also happens with other Mouseover Tooltips like you get on Reciepes or in your Inventory etc ..
- Tue Sep 03, 2019 8:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.67] Wire connector on speaker in wrong position
- Replies: 1
- Views: 1123
[Twinsen] [0.17.67] Wire connector on speaker in wrong position
As you can see on the attached image, the Signalconnector is placed like on a Chest.
It should be moved a bit more centered and up.
It's just a minor thing but looks very odd.
It should be moved a bit more centered and up.
It's just a minor thing but looks very odd.
- Fri Aug 30, 2019 9:27 am
- Forum: Minor issues
- Topic: [0.17.66] Minimap sometimes doesn't show Walls
- Replies: 1
- Views: 1136
[0.17.66] Minimap sometimes doesn't show Walls
0.17.66 Zip-Package I've built a small Outpost on my way to a remote copper field. Saved my game yesterday; reloaded today and continued to work on it by extending the wall to the north to some cliffs. As you can see on the image below the center part of the newly built Wall doesn't show up on he Ma...
- Sun Apr 14, 2019 4:39 am
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 39189
Re: Friday Facts #290 - Rail building changes & High-res icons
Is SVG a possibility? It could be up and downscaled "without" the loss of quality. Im not shure how good it works with more complex images.
- Sat Feb 09, 2019 2:57 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 46899
Re: Friday Facts #281 - For a Few Frames More
So what I mean by polish. If I install 1 GB game on my D: drive, it is unacceptable for it to generate 2+ GB file on my system drive (and quite questionable why it needs so much extra space, in the first place). So, the should be also option to choose where do you want to have it. (We can't really ...
- Sat Dec 15, 2018 1:30 am
- Forum: Modding help
- Topic: Modify an Entity by event
- Replies: 1
- Views: 1171
Modify an Entity by event
Hi, i try to modify the Cargo-Wagons inventory Size by researching a technology. But i can't figure out the nothing type effect_description usage. 1 - How do i get the Locales to work? technology.lua: data:extend( { { type = "technology", name = "cargo-wagon-inventory-1", -- and ...
- Sun Nov 25, 2018 6:15 pm
- Forum: Modding help
- Topic: Changing Fluid heat (Steam output)
- Replies: 2
- Views: 1346
Changing Fluid heat (Steam output)
Hey there, I try to output Steam on a modified ChemPlant. This works but it only generates Steam with 15Β°C. So then i've simply overriden the Vanilla values by creating a new Steam-item within my testmod: { type = "fluid", name = "steam", default_temperature = 165, -- changed fro...