Search found 46 matches

by NoQ
Tue Jan 19, 2021 1:10 am
Forum: Modding help
Topic: [solved] Disable the new 1.1 train limit via scripts?
Replies: 3
Views: 356

Re: [solved] Disable the new 1.1 train limit via scripts?

Whoa, amazing, thank you!!
by NoQ
Mon Jan 18, 2021 5:35 am
Forum: Modding help
Topic: [solved] Disable the new 1.1 train limit via scripts?
Replies: 3
Views: 356

Re: Disable the new 1.1 train limit via scripts?

Figured it out: obviously i needed to set trains_limit to 4294967295.
by NoQ
Mon Jan 18, 2021 4:43 am
Forum: Modding help
Topic: [solved] Disable the new 1.1 train limit via scripts?
Replies: 3
Views: 356

[solved] Disable the new 1.1 train limit via scripts?

How do I toggle this checkbox via scripts: 2021-01-17-203657_1920x1080_scrot.png I can access the number via LuaEntity's trains_limit property but i can't seem to find the property for that corresponds to the checkbox. Passing any number to trains_limit automatically enables this checkbox. Setting t...
by NoQ
Sat Jul 18, 2020 3:51 am
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 26049

Re: Friday Facts #356 - Blueprint library for real

At this point, I thought, that I would come back to work with full power, but I just couldn't. When I tried to work, I had this strong, almost physical feeling of disgust, that was impossible to overcome. It was clear to me at this point, this is the the typical burnout situation. kovarex , as a fe...
by NoQ
Wed Mar 25, 2020 4:21 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 192
Views: 88502

Re: [MOD 0.18] KRASTORIO^2

Creep spade cannot be put into crusher, so there's no way to get rid of it when you no longer need it. #literallyunplayable Put in chest Destroy chest ??? Profit. In this mod bullets are physical and shoot over your buildings (like shotgun shells in vanilla), you can't target-fire with C. I guess i...
by NoQ
Tue Mar 17, 2020 5:42 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 192
Views: 88502

Re: [MOD 0.18] KRASTORIO^2

Wait, i still need it because i need to clear creep even if i don't need biomass. Mod developers these days. Can't even introduce bugs so that players felt good about themselves reporting it :roll:
by NoQ
Tue Mar 17, 2020 5:11 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 192
Views: 88502

Re: [MOD 0.18] KRASTORIO^2

Creep spade cannot be put into crusher, so there's no way to get rid of it when you no longer need it. #literallyunplayable
by NoQ
Fri Mar 13, 2020 10:01 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 192
Views: 88502

Re: [MOD 0.18] KRASTORIO^2

Wood power looks real good in this mod.
by NoQ
Sun Nov 18, 2018 4:44 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 49728

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

0.18 plan It will become the final 1.0 version once it is stable. It will contain mainly: New tutorial New campaign Final mini tutorials My memories of how developing game campaigns usually goes suggests that you should release a testable version of campaigns as early as possible ; just one round o...
by NoQ
Fri Mar 30, 2018 3:21 pm
Forum: News
Topic: Price change
Replies: 108
Views: 24712

Re: Price change

Well, there's a continous production of new people on this planet. Not fully automated, but pretty steady and reliable :roll: I expect newly manufactured people to enjoy the game for quite a few decades from now.
by NoQ
Fri Dec 29, 2017 11:06 pm
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 26598

Re: Friday Facts #223 - Reflections on 2017

11 704 years of combined playtime played on steam
H**y f******g J***s. Seriously, why don't we just go ahead and build our own IRL one-rocket-per-minute megabase now that we've spent so much time on this and got so much experience?
by NoQ
Thu Nov 23, 2017 8:46 am
Forum: General discussion
Topic: Game theory: Factorio takes place on Earth
Replies: 25
Views: 5542

Re: Game theory: Factorio takes place on Earth

I had the same problem once. Alien biome mod helps quite a bit. Also it made me do this.
by NoQ
Fri Aug 11, 2017 8:58 am
Forum: Texture Packs
Topic: Volcanio.
Replies: 1
Views: 2202

Volcanio.

I wanted to have a look at how terrain textures are handled by this game, and before i noticed i had this: photo_2017-08-11_11-25-42.jpg photo_2017-08-11_11-24-45.jpg photo_2017-02-28_15-00-00.jpg This was back on 0.14, when stuff wasn't hd yet. I don't think i have the guts to turn it into a mod th...
by NoQ
Tue Jun 06, 2017 8:13 am
Forum: Show your Creations
Topic: [0.15.9] all science +-120/min/color(bluebelt & prod3)
Replies: 22
Views: 16079

Re: [0.15.9] all science +-120/min/color(bluebelt & prod3)

I'm still curious about how much energy does this use, to compare with my factory that tries to minimize energy usage through speed beacons and power switches everywhere, at the cost of an enormous logistics complexity and space. Because your setup makes a great baseline for comparing :)
by NoQ
Sat Jun 03, 2017 9:04 am
Forum: General discussion
Topic: Finding a runaway beacon.
Replies: 2
Views: 743

Re: Finding a runaway beacon.

Nice!! Found it, thanks :D
by NoQ
Sat Jun 03, 2017 8:55 am
Forum: General discussion
Topic: Finding a runaway beacon.
Replies: 2
Views: 743

Finding a runaway beacon.

I usually combine beacons with power switches to make sure they don't waste power when machines underneath them aren't working. However, my power usage statistics screen shows that there's one beacon that's always on, even if all machines are off. Couldn't instantly find this beacon though, because ...
by NoQ
Tue May 23, 2017 10:28 am
Forum: Duplicates
Topic: Damaged ingredients cause machines to get stuck.
Replies: 1
Views: 488

Damaged ingredients cause machines to get stuck.

Suppose you reuse old underground belts to produce faster belts, like me on the screenshot. Suppose your construction bots have deconstructed a single old belt piece when it was damaged, and that piece gets to the assembler. Then it can no longer stack with undamaged belts. If one damaged belt is no...
by NoQ
Sat May 13, 2017 4:44 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 138360

Re: Solar panels less of a no-brainer

You can use Coal Liquefaction to turn 10 coal into 10 Heavy, 15 Light and 20 Petroleum. You could use the Light Oil alone for 15 Solid Fuel to burn way longer than the coal (should also make up the energy cost of the Refinery). Might want to divide by 10. Coal liq turns 10 Coal into (15 + 10 * 3 / ...
by NoQ
Mon May 08, 2017 8:48 am
Forum: Balancing
Topic: {0.15.9] Rock too rare?
Replies: 4
Views: 1361

Re: {0.15.9] Rock too rare?

It's actually 2 stone per brick, so 10 stone per bottle. But still not much, considering that even just furnace costs 20 stone and 50 iron.
by NoQ
Mon May 08, 2017 8:38 am
Forum: Balancing
Topic: buff beacons
Replies: 3
Views: 990

Re: buff beacons

1. Productivity modules are super awesome (rocket with full prod3 modules on all intermediate products gets ~3x cheaper as far as i remember). 2. Large matrices of machines with productivity modules with 2x speed3 beacons in a 8x8 setup (each machine under 8 beacons, each beacon covering 8 machines)...

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