It's great, but I was expecting blue screen with white stuff. You know. "blueprint" :P
Anyway, I think you wrote in bad forum, I think https://forums.factorio.com/forum/viewforum.php?f=15 would be better.
Would you provide support for major mods to add their textures?
Well, he can't do that ...
Search found 26 matches
- Mon Jul 28, 2014 10:14 pm
- Forum: Mods
- Topic: [0.11.15]FactoCAD 0.0.4 (20/02/15)
- Replies: 36
- Views: 52528
- Mon Jul 28, 2014 10:13 pm
- Forum: Translations
- Topic: Translations paused until new system is found
- Replies: 20
- Views: 13623
Re: Translations paused until new system is found
Something like Fox presented can be done as online website environment. Without all the download and installation stuff.
But idea is nice
But idea is nice

- Sun Jul 27, 2014 10:10 am
- Forum: Ideas and Requests For Mods
- Topic: Worker
- Replies: 1
- Views: 2637
Re: Worker
> Construction botsAirat9000 wrote:idea workers in man help game (colonist) pay in gold
> Logistic bots
> Warfare bots
> No payment needed
- Sat Jul 26, 2014 11:24 am
- Forum: News
- Topic: Friday Facts #44 - Decision making
- Replies: 62
- Views: 55154
Re: Friday Facts #44 - Decision making
I like idea of more "tiers" of tanks as mentioned before. Start with rusty steampowered (not to be confused with Steam), move on to some better WW2 (eliptic design), then modern (low profile, angular armor) and futuristic (triangular/modular armor etc).
Should easily give a lot of additional ...
Should easily give a lot of additional ...
- Fri Jul 25, 2014 8:14 pm
- Forum: Translations
- Topic: Translations paused until new system is found
- Replies: 20
- Views: 13623
Re: Translations paused until new system is found
I don't think there is anything like that, hope I'm wrong.
If you are interested, I may build up a simple web system (though it may take week or two to make it work) with group permission system, content management etc. Just PM me if you want to. It'd also be later expanded to support mod ...
If you are interested, I may build up a simple web system (though it may take week or two to make it work) with group permission system, content management etc. Just PM me if you want to. It'd also be later expanded to support mod ...
- Fri Jul 25, 2014 8:04 pm
- Forum: Won't implement
- Topic: More "flexible" entities API
- Replies: 4
- Views: 5328
Re: More "flexible" entities API
@Florien You have some good point. The thing stopping us to make the Modding API better is basically a lack of man power. But don't worry it will get better eventually.
It's "Forien". Without "L" :D (don't worry, many people adds it).
And as I said - I'm just pointing what could help a lot, and ...
It's "Forien". Without "L" :D (don't worry, many people adds it).
And as I said - I'm just pointing what could help a lot, and ...
- Fri Jul 25, 2014 7:57 pm
- Forum: Modding help
- Topic: translation error (fixed)
- Replies: 5
- Views: 3098
Re: translation error
I was already saving it in UTF-8 in notepad.
UTF-8 is great for text we want to show other people. But in programming (especially in web-development: PHP, JavaScript, XML), so also in Lua scripts and JSON files "UTF-8 with BOM" (which is usually default UTF-8) just doesn't work as expected ...
UTF-8 is great for text we want to show other people. But in programming (especially in web-development: PHP, JavaScript, XML), so also in Lua scripts and JSON files "UTF-8 with BOM" (which is usually default UTF-8) just doesn't work as expected ...
- Thu Jul 24, 2014 8:48 pm
- Forum: Modding help
- Topic: Distance between buildings
- Replies: 5
- Views: 2651
Re: Distance between buildings
Oh, ok
I will do that and as soon as I try, I will post if it worked inside onbuildentity.

- Thu Jul 24, 2014 8:10 pm
- Forum: Modding help
- Topic: Distance between buildings
- Replies: 5
- Views: 2651
Re: Distance between buildings
So if area parameter for function is set to 5, then it will detect any building 5 squares from my building (starting from center), yes?
- Thu Jul 24, 2014 7:54 pm
- Forum: Modding help
- Topic: Distance between buildings
- Replies: 5
- Views: 2651
Distance between buildings
I've tried to figure it out by myself, but it's hard and I'm pretty quick getting confused and lost in wiki references (where I rarely find anything useful tbh).
I want building to be forced to be created at least X distance from another building of the same type (by type I mean entity name ...
I want building to be forced to be created at least X distance from another building of the same type (by type I mean entity name ...
- Wed Jul 23, 2014 7:48 pm
- Forum: Mods
- Topic: [MOD 0.10.x] ForDev's Power Mod [v0.5.0 WiP]
- Replies: 10
- Views: 17715
Re: [MOD 0.10.x] ForDev's Power Mod [v0.5.0 WiP]
2,5MW max output? So much effort for 2,5MW? It's like 5 steam engines.
Well, not exactly. How much space do 5 steam engines take? How much space do boilers, pipes, pumps take? How dependable on coal/solid-fuel/wood are you? How much pollution steam engines make? How easy is to build steam-engines ...
Well, not exactly. How much space do 5 steam engines take? How much space do boilers, pipes, pumps take? How dependable on coal/solid-fuel/wood are you? How much pollution steam engines make? How easy is to build steam-engines ...
- Wed Jul 23, 2014 6:37 pm
- Forum: Implemented Suggestions
- Topic: Valve [see folloup-thread!]
- Replies: 19
- Views: 26632
Re: Valve
A bit spamy, but...
+1
Nothing to add, but I totally support ideas of the above.
+1
Nothing to add, but I totally support ideas of the above.
- Wed Jul 23, 2014 5:55 pm
- Forum: Balancing
- Topic: the priority of alien attack
- Replies: 8
- Views: 18495
Re: the priority of alien attack
As far as I know, creeps start attack when pollution reaches their spawners. And more pollution reaches their spawners, the faster they evolve. But I can be wrong.
- Wed Jul 23, 2014 5:41 pm
- Forum: Mods
- Topic: [MOD 0.10.x] ForDev's Power Mod [v0.5.0 WiP]
- Replies: 10
- Views: 17715
Re: [MOD 0.10.x] ForDev's Power Mod [v0.5.0 WiP]
Added some very basic screenshots.
- Wed Jul 23, 2014 4:10 pm
- Forum: Modding help
- Topic: Altering core tech requirements?
- Replies: 12
- Views: 5964
Re: Altering core tech requirements?
Good to know.
But please tell me. Does the game recognizes mod version in some way, or is it just for people? And if I add new stuff to mod, is there need for including that in migration stuff, or only need for changes (like changed item name) and research dependency unlock (like new recipe should ...
But please tell me. Does the game recognizes mod version in some way, or is it just for people? And if I add new stuff to mod, is there need for including that in migration stuff, or only need for changes (like changed item name) and research dependency unlock (like new recipe should ...
- Wed Jul 23, 2014 4:00 pm
- Forum: Mods
- Topic: [MOD 0.10.x] ForDev's Power Mod [v0.5.0 WiP]
- Replies: 10
- Views: 17715
[MOD 0.10.x] ForDev's Power Mod [v0.5.0 WiP]
Hello everyone!
I want to present you my very first mod ever (not only Factorio). At the beginning, I've called it "Nuclear Power Mod", but the more I was doing it, the more I wanted. So now it's called "Power Mod". It adds new items, recipies, techs, entities and new ore.
Graphics are a bit ...
I want to present you my very first mod ever (not only Factorio). At the beginning, I've called it "Nuclear Power Mod", but the more I was doing it, the more I wanted. So now it's called "Power Mod". It adds new items, recipies, techs, entities and new ore.
Graphics are a bit ...
- Wed Jul 23, 2014 2:11 pm
- Forum: Show your Creations
- Topic: Modules * (Circuit network)
- Replies: 5
- Views: 4401
Re: Modules * (Circuit network)
Then smart inserters ABOVE chests should be connected with that conditions. Am I right?ssilk wrote:I think he wants to remain some modules of each level (1, 2 and 3), so that production for next level starts only, if the previous has enough.
- Wed Jul 23, 2014 3:49 am
- Forum: Modding help
- Topic: Altering core tech requirements?
- Replies: 12
- Views: 5964
Re: Altering core tech requirements?
Ok, thanks for help 
I hope to release my mod soon, so any hints about things to do when releasing are welcome!

I hope to release my mod soon, so any hints about things to do when releasing are welcome!

- Wed Jul 23, 2014 3:03 am
- Forum: Modding help
- Topic: Altering core tech requirements?
- Replies: 12
- Views: 5964
Re: Altering core tech requirements?
Oh, thanks!
That worked. But I've now created new game (without adding "game.player.force.resettechnologies()" to control.lua yet) and tech worked fine. In old save I had to make console call.
But you say it's better to call "game.player.force.resettechnologies()" in control.lua on init event?
That worked. But I've now created new game (without adding "game.player.force.resettechnologies()" to control.lua yet) and tech worked fine. In old save I had to make console call.
But you say it's better to call "game.player.force.resettechnologies()" in control.lua on init event?
- Wed Jul 23, 2014 2:58 am
- Forum: Show your Creations
- Topic: Modules * (Circuit network)
- Replies: 5
- Views: 4401
Re: Modules * (Circuit network)
I don't get your explanation.
Smart inserter 1,2,3 and 4 linked to a Smart chest with condition [Speed module > 16]
So inserters get circuits to assemblers only when you already have more than 16 modules? That's.. weird?
Anyway, as Nova said - automatic production of modules - not that special ...
Smart inserter 1,2,3 and 4 linked to a Smart chest with condition [Speed module > 16]
So inserters get circuits to assemblers only when you already have more than 16 modules? That's.. weird?
Anyway, as Nova said - automatic production of modules - not that special ...