Search found 15 matches
- Sun Jul 22, 2018 6:15 am
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 55526
Re: Friday Facts #252 - Sound design & Map editor
this new editor sounds amazing, the thing I would be most interested in using it for and I very much hope can be easily done is advance the simulation tick by tick to finetune and experiment with circuit network logic, especially to figure out where various off-by-one errors arise in sensitive one ...
- Fri Jul 06, 2018 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Research Progress Bar more information
- Replies: 0
- Views: 849
Research Progress Bar more information
it would be nice if something like hovering over the research bar in the top left would show what percentage the research is finished and how many more science packs are required.
it would be a nice quality of life thing.
it would be a nice quality of life thing.
- Sun Jul 01, 2018 7:13 am
- Forum: Implemented mod requests
- Topic: on_player_placed_wire / on_player_put_item_in_chest
- Replies: 4
- Views: 2262
Re: on_player_placed_wire / on_player_put_item_in_chest
Fair enough, that does seem a lot easier to manipulate for my purposes, what are the odds that something like wires_to_connect will be implemented?
- Sat Jun 23, 2018 3:21 am
- Forum: Implemented mod requests
- Topic: on_player_placed_wire / on_player_put_item_in_chest
- Replies: 4
- Views: 2262
on_player_placed_wire / on_player_put_item_in_chest
I would like to request an event:
on_player_placed_wire
contains:
player :: the player that placed the wire
wire :: the type of wire placed
end_point_1 :: one of the entities connected by the wire
end_point_2 :: the other entity connected by the wire
circuit_network :: the circuit network this wire ...
on_player_placed_wire
contains:
player :: the player that placed the wire
wire :: the type of wire placed
end_point_1 :: one of the entities connected by the wire
end_point_2 :: the other entity connected by the wire
circuit_network :: the circuit network this wire ...
- Mon May 22, 2017 5:52 pm
- Forum: Modding interface requests
- Topic: Event for wire connected/disconnected to entity
- Replies: 23
- Views: 6595
Re: Event for wire connected/disconnected to entity
I support this suggestion
- Mon May 22, 2017 4:38 pm
- Forum: Modding help
- Topic: trouble with infinite-use wires
- Replies: 7
- Views: 3993
Re: trouble with infinite-use wires
@sigor
Not sure if you disagree with me or with the post above you, but either way I don't understand what point you are trying to make with your picture.
I get that it depicts a mess, but who suggested anything that would make a mess?
@slimey
While that would work to solve the problem with red and ...
Not sure if you disagree with me or with the post above you, but either way I don't understand what point you are trying to make with your picture.
I get that it depicts a mess, but who suggested anything that would make a mess?
@slimey
While that would work to solve the problem with red and ...
- Mon May 22, 2017 1:16 pm
- Forum: Modding interface requests
- Topic: on_wire_placed
- Replies: 10
- Views: 5010
on_wire_placed
context: https://forums.factorio.com/viewtopic.php?f=25&t=48270
it would be nice to have an event that triggers when a wire is (manually) placed, right now the only event that activates when you place a wire is on_player_cursor_stack_changed, which doesn't let you distinguish between whether you ...
it would be nice to have an event that triggers when a wire is (manually) placed, right now the only event that activates when you place a wire is on_player_cursor_stack_changed, which doesn't let you distinguish between whether you ...
- Mon May 22, 2017 12:17 pm
- Forum: Modding help
- Topic: trouble with infinite-use wires
- Replies: 7
- Views: 3993
trouble with infinite-use wires
I am trying to make a mod that makes red wires, green wires and copper cables not be consumed when drawing wires (obviously the costs of red and green wires would be changed to compensate).
my first idea was to check if I can make the wire items not be consumed when they are "placed", but my ...
my first idea was to check if I can make the wire items not be consumed when they are "placed", but my ...
- Mon May 08, 2017 8:42 am
- Forum: Balancing
- Topic: {0.15.9] Rock too rare?
- Replies: 4
- Views: 2934
Re: {0.15.9] Rock too rare?
no.
the only science pack that costs stone in any way is production science packs, which costs 10 stone brick for 2 science packs, 10 stone bricks can be made by 10 stone (or 8.333.. stone with productivity modules on smelters)
or in other words, 3.8666... stone per production science pack.
you ...
the only science pack that costs stone in any way is production science packs, which costs 10 stone brick for 2 science packs, 10 stone bricks can be made by 10 stone (or 8.333.. stone with productivity modules on smelters)
or in other words, 3.8666... stone per production science pack.
you ...
- Mon May 08, 2017 8:03 am
- Forum: Balancing
- Topic: filter inserter not used for any late-game item
- Replies: 2
- Views: 1760
filter inserter not used for any late-game item
before the science rework, filter inserters were used for blue science, but that is no longer the case.
I suggest changing the recipe for stack filter inserters from:
1 stack inserter + 5 electronic circuit
to:
1 filter inserter + 15 iron gear wheel + 16 electronic circuit + 1 advanced circuit
(aka ...
I suggest changing the recipe for stack filter inserters from:
1 stack inserter + 5 electronic circuit
to:
1 filter inserter + 15 iron gear wheel + 16 electronic circuit + 1 advanced circuit
(aka ...
- Thu Dec 01, 2016 7:02 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 441
- Views: 329449
Re: Performance optimization - post your saves
processor: intel i7
graphics card: GTX 980
RAM: 8*2 GB
this save was running on about 45 fps/ups and then I told construction robots to do many many things, after that it runs at 6 fps/ups
no mods, just vanilla.
graphics card: GTX 980
RAM: 8*2 GB
this save was running on about 45 fps/ups and then I told construction robots to do many many things, after that it runs at 6 fps/ups
no mods, just vanilla.
- Sun Nov 27, 2016 4:41 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 58599
Re: Little Quirks
tech labs should be able to be hooked up to circuit networks and allow you to do 2 things:
read:
what technologies are researched, which technology is being researched, what science packs are required to research it and the current progress on the current technology.
set:
which technology is being ...
read:
what technologies are researched, which technology is being researched, what science packs are required to research it and the current progress on the current technology.
set:
which technology is being ...
- Sun Nov 27, 2016 5:31 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 58599
Re: Little Quirks
this thread I made is regarding an issue that probably belongs here, sorry, I did a search to see if anyone had made a similar thread and when I noticed that noone had I just made a thread without checking for these types of "collect your small stuff" threads
https://forums.factorio.com/viewtopic ...
https://forums.factorio.com/viewtopic ...
- Sun Nov 27, 2016 4:23 am
- Forum: Ideas and Suggestions
- Topic: Construction robots don't deconstruct trees that block order
- Replies: 1
- Views: 1678
Construction robots don't deconstruct trees that block order
...but they should in my opinion.
Issue:
many hours after setting up blueprint orders for extending my solar panel farm I came back to check on the progress, as it turned out it was completed... almost.
The corners had robots hovering in place trying to place their respective objects but being ...
Issue:
many hours after setting up blueprint orders for extending my solar panel farm I came back to check on the progress, as it turned out it was completed... almost.
The corners had robots hovering in place trying to place their respective objects but being ...
- Tue Nov 22, 2016 1:09 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 441
- Views: 329449
Re: Performance optimization - post your saves
Background: I decided to mine out every single resource deposit in a large area to set up the core of my future mega base without having to worry about building on top of resources.
to do this the resources would obviously need to be stored somewhere (or destroyed, but I don't like waste, which is ...
to do this the resources would obviously need to be stored somewhere (or destroyed, but I don't like waste, which is ...