Search found 13 matches
- Fri Apr 24, 2020 7:58 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 30099
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.
Why not make it so that if water is between two tiles like that, it becomes shallow water?
- Sat Apr 18, 2020 6:26 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 358136
Re: pY Alien Life - Discussion
Those moondrop numbers are a Factorio bug, so should be filed in the bugs forum. Isolating it to a single small mod would help the factorio devs there.
- Fri Mar 27, 2020 11:06 pm
- Forum: News
- Topic: Friday Facts #340 - Deep desyncs
- Replies: 82
- Views: 47942
Re: Friday Facts #340 - Deep desyncs
The problem, is that serpent chose nil as the placeholder value. In Lua, writing a table value as nil is the same as deleting the key, and the key won't be seen when looping the table in the future. When serpent then goes back to 'fix-up' the placeholder values, it ends up with each peer saving a ...
- Fri Feb 28, 2020 10:02 am
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 25195
Re: Friday Facts #336 - Offshore pump redesign
The new pump looks beautiful! <3
- Mon Feb 24, 2020 5:28 am
- Forum: Won't implement
- Topic: LuaTechnology.effects[1].type="LOCK-recipe"
- Replies: 3
- Views: 2053
Re: LuaTechnology.effects[1].type="LOCK-recipe"
Pyanadon's Alien Life has a bunch of technologies that do exactly this.
Alternatively, an effect type of modify-recipe with a ModifyRecipePrototype could be possible, but that'd be more work on the Factorio side. Still, would help remove code related to updating the recipes in the assemblers. Even ...
Alternatively, an effect type of modify-recipe with a ModifyRecipePrototype could be possible, but that'd be more work on the Factorio side. Still, would help remove code related to updating the recipes in the assemblers. Even ...
- Fri Oct 11, 2019 5:11 am
- Forum: PyMods
- Topic: Adjacent Tiling Causes Unfortunate Shadows
- Replies: 1
- Views: 1329
Adjacent Tiling Causes Unfortunate Shadows
When placing different tiles next to each other, they produce shadows that look bad. Is it possible to remove those shadows when adjacent?
- Tue Sep 17, 2019 8:32 am
- Forum: PyMods
- Topic: Re: Pymods Feedback
- Replies: 16
- Views: 6350
Re: Pymods Feedback
So, without looking into a tutorial or anything, I started a new game with all of the official mods. First thing I've noticed is that looking for intermediate things like small parts and automation science packs is basically hunting through all of the tabs since there's no order as to where anything ...
- Tue Mar 19, 2019 11:18 pm
- Forum: Ideas and Suggestions
- Topic: Pre-filter Pipes
- Replies: 1
- Views: 1006
Pre-filter Pipes
TL;DR
Allow the player to choose which fluid a pipe accepts without placing next to a source/sink.
What ?
Pipes with fluids cannot mix with other pipes with fluids nowadays. When designing fluid networks, it would be nice if we could pre-choose which fluid the pipe network will allow before we ...
Allow the player to choose which fluid a pipe accepts without placing next to a source/sink.
What ?
Pipes with fluids cannot mix with other pipes with fluids nowadays. When designing fluid networks, it would be nice if we could pre-choose which fluid the pipe network will allow before we ...
- Tue Oct 14, 2014 3:28 am
- Forum: Ideas and Suggestions
- Topic: Add "camera zoom level" to save file
- Replies: 9
- Views: 3143
Restore Zoom Level on Load
I'd file this as a bug, as it feels like one, but it's actually a missing feature.
Basically, when you save the game, and then load it, the zoom level is reset to default, which when you're in a battle or in a moving vehicle, is oftentimes way too zoomed in. So please store and restore the user ...
Basically, when you save the game, and then load it, the zoom level is reset to default, which when you're in a battle or in a moving vehicle, is oftentimes way too zoomed in. So please store and restore the user ...
- Wed Sep 17, 2014 6:14 pm
- Forum: Won't implement
- Topic: Metadata on Items
- Replies: 0
- Views: 2699
Metadata on Items
There are three proposals here. They all try to solve the same problem -- giving the modder a place to put data that isn't touched by the internal game engine.
I'm a bit tired, so I might not explain well here. Ask questions if you're confused.
1) Allow the creation of new "types". These types ...
I'm a bit tired, so I might not explain well here. Ask questions if you're confused.
1) Allow the creation of new "types". These types ...
- Sat Sep 06, 2014 11:00 pm
- Forum: General discussion
- Topic: I'm new I have a few questions =)
- Replies: 9
- Views: 5485
Re: I'm new I have a few questions =)
I'd suggest adding in the Flooring and DyTech mods, and possibly some of Bob's mods. I'd also keep the DyTech inserters out, and use the More Inserters mod.
There is an end game in freeplay mode, but it's something you have to actively do and doesn't touch the rest of the game, so don't worry about ...
There is an end game in freeplay mode, but it's something you have to actively do and doesn't touch the rest of the game, so don't worry about ...
- Fri Aug 29, 2014 10:12 pm
- Forum: Mods
- Topic: Genetic Engineering / Breeders
- Replies: 0
- Views: 4027
Genetic Engineering / Breeders
I'm in the process of developing a mod that lets you mutate miniature biters (think maggot sized) that you take from destroyed biter bases, and mutate them into pollution producing, biological factories which I'm calling Breeders for right now.
The overall design of the mod is inspired by the ...
The overall design of the mod is inspired by the ...
- Fri Aug 29, 2014 10:02 pm
- Forum: Modding discussion
- Topic: Modding Help IRC Channel
- Replies: 1
- Views: 3673
Modding Help IRC Channel
Is there enough modders for Factorio on IRC that an IRC channel for modding could exist? Is there one already?