Search found 46 matches
- Tue Jan 19, 2021 1:10 am
- Forum: Modding help
- Topic: [solved] Disable the new 1.1 train limit via scripts?
- Replies: 3
- Views: 1369
Re: [solved] Disable the new 1.1 train limit via scripts?
Whoa, amazing, thank you!!
- Mon Jan 18, 2021 5:35 am
- Forum: Modding help
- Topic: [solved] Disable the new 1.1 train limit via scripts?
- Replies: 3
- Views: 1369
Re: Disable the new 1.1 train limit via scripts?
Figured it out: obviously i needed to set trains_limit to 4294967295.
- Mon Jan 18, 2021 4:43 am
- Forum: Modding help
- Topic: [solved] Disable the new 1.1 train limit via scripts?
- Replies: 3
- Views: 1369
[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 ...
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 ...
- Sat Jul 18, 2020 3:51 am
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 68130
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 ...
kovarex , as a ...
- Wed Mar 25, 2020 4:21 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 166005
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 ...
- Tue Mar 17, 2020 5:42 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 166005
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 

- Tue Mar 17, 2020 5:11 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 166005
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
- Fri Mar 13, 2020 10:01 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 166005
Re: [MOD 0.18] KRASTORIO^2
Wood power looks real good in this mod.
- Sun Nov 18, 2018 4:44 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 101119
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 ...
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 ...
- Fri Mar 30, 2018 3:21 pm
- Forum: News
- Topic: Price change
- Replies: 108
- Views: 47405
Re: Price change
Well, there's a continous production of new people on this planet. Not fully automated, but pretty steady and reliable
I expect newly manufactured people to enjoy the game for quite a few decades from now.

- Fri Dec 29, 2017 11:06 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 54001
Re: Friday Facts #223 - Reflections on 2017
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?11 704 years of combined playtime played on steam
- Thu Nov 23, 2017 8:46 am
- Forum: General discussion
- Topic: Game theory: Factorio takes place on Earth
- Replies: 25
- Views: 10884
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.
- Fri Aug 11, 2017 8:58 am
- Forum: Texture Packs
- Topic: Volcanio.
- Replies: 1
- Views: 3652
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 ...
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 ...
- 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: 21734
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 

- Sat Jun 03, 2017 9:04 am
- Forum: General discussion
- Topic: Finding a runaway beacon.
- Replies: 2
- Views: 1563
Re: Finding a runaway beacon.
Nice!! Found it, thanks 

- Sat Jun 03, 2017 8:55 am
- Forum: General discussion
- Topic: Finding a runaway beacon.
- Replies: 2
- Views: 1563
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 ...
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 ...
- Tue May 23, 2017 10:28 am
- Forum: Duplicates
- Topic: Damaged ingredients cause machines to get stuck.
- Replies: 1
- Views: 1207
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 ...
- Sat May 13, 2017 4:44 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 235452
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 ...
- Mon May 08, 2017 8:48 am
- Forum: Balancing
- Topic: {0.15.9] Rock too rare?
- Replies: 4
- Views: 2720
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.
- Mon May 08, 2017 8:38 am
- Forum: Balancing
- Topic: buff beacons
- Replies: 3
- Views: 2295
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 ...
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 ...