Search found 29 matches
- Fri Jan 05, 2024 1:55 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 43234
Re: Friday Facts #392 - Parametrised blueprints
Oh... my... goodness! Was just thinking about how something like this could be useful. I CANNOT WAIT for the release!
- Fri Oct 20, 2023 11:39 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 66388
Re: Friday Facts #381 - Space Platforms
I love it!
Except for one thing that seems a little weird: Building purely by ghost.
I can understand why the platform shouldn't have logistic bots, but why couldn't it have construction bots? It feels like a break in realism...OK, OK, I already know what you're thinking. :D
But normally ...
- Fri Sep 29, 2023 12:33 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 117893
Re: Friday Facts #378 - Trains on another level
This is amazing! I cannot wait!!
- Fri Sep 08, 2023 3:34 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 225468
Re: Friday Facts #375 - Quality
So, my thoughts:
First, I am glad quality is an optional feature inside the DLC. I believe this feature can and will be fun, but I see also the times where I would want to play without it implemented, so good move on that part.
I've scanned the comments, and notice a lot of both hesitation and ...
First, I am glad quality is an optional feature inside the DLC. I believe this feature can and will be fun, but I see also the times where I would want to play without it implemented, so good move on that part.
I've scanned the comments, and notice a lot of both hesitation and ...
- Tue Feb 08, 2022 11:54 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 147985
Re: Friday Facts #367 - Expansion news
I only play without enemies, so if this picture means more enemies then I guess this expansion is not for me.
I mostly play without enemies too. I wouldn't be surprised if new ennemies comes with new climates or other things that would still add gameplay elements to the non-slaugtherer player ...
- Sat Feb 05, 2022 10:00 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 147985
Re: Friday Facts #367 - Expansion news
Oooooh, the monster looks aquatic! Could this be a clue to water content!?! Boats, bridges, etc?
- Thu Jul 22, 2021 4:38 pm
- Forum: Outdated/Not implemented
- Topic: Exploding Chests
- Replies: 6
- Views: 2721
Re: Exploding Chests
I disagree. Currently that is the only way to completely destroy an item. It's how I get rid of deprecated items
- Thu Jul 15, 2021 10:30 am
- Forum: Questions, reviews and ratings
- Topic: Autolinked chests, how to include them in logistics system?
- Replies: 2
- Views: 1456
Re: Autolinked chests, how to include them in logistics system?
Of mods that I know of that have loaders, they can't be connected to the circuit network. Use an inserter instead.
- Wed Jul 14, 2021 4:37 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 40809
Re: What are the most impractical items in Factorio?
I don't use speakers at all. I find large poles kinda useless.
- Sat Jul 03, 2021 11:38 am
- Forum: General discussion
- Topic: Just a thought: the "iron-gear-wheel" is not an iron gear wheel.
- Replies: 3
- Views: 2379
Re: Just a thought: the "iron-gear-wheel" is not an iron gear wheel.
Thank you... I will always see a duck now when looking at the engine.blazespinnaker wrote: Fri Jul 02, 2021 9:15 pm The engine always bugs me the most. It looks like a smiling robot duck with its hair slicked back.
- Thu Jul 01, 2021 11:20 am
- Forum: General discussion
- Topic: Hardcore Vanilla
- Replies: 5
- Views: 2948
Re: Hardcore Vanilla
I'm a big mod player, but also really enjoy just the vanilla, and understand why many stick with it. However, once I discovered the bottleneck mod a while back, I could never go back to pure vanilla. It just makes it so much easier to spot where my lack of supply is coming from.
But I agree that ...
But I agree that ...
- Sun Jun 27, 2021 1:06 pm
- Forum: Combinator Creations
- Topic: Production limit design.
- Replies: 0
- Views: 1394
Production limit design.
So I'm a long time factorio player (probably around 1,000 hours since the 0.14 version) but have never really delved into the circuit side of things besides very basic liquid control for oil refining. I decided it was about time to teach myself. I've done a bit of block coding and real coding, but ...
- Mon Mar 19, 2018 4:53 pm
- Forum: Modding help
- Topic: How to make a new science pack?
- Replies: 6
- Views: 2126
Re: How to make a new science pack?
So I wanted to make a new science pack. I copied science pack 1, changed the name, graphics, and recipe , but it isn't showing up on the laboratories screen. Is there something else I have to do?
Thanks!
data.raw.lab.lab.inputs[1] = "science-pack-1"
data.raw.lab.lab.inputs[2] = "science-pack-2 ...
Thanks!
data.raw.lab.lab.inputs[1] = "science-pack-1"
data.raw.lab.lab.inputs[2] = "science-pack-2 ...
- Mon Mar 19, 2018 4:09 pm
- Forum: Modding help
- Topic: How to make a new science pack?
- Replies: 6
- Views: 2126
How to make a new science pack?
So I wanted to make a new science pack. I copied science pack 1, changed the name, graphics, and recipe , but it isn't showing up on the laboratories screen. Is there something else I have to do?
Thanks!
Thanks!
- Mon Mar 19, 2018 1:21 pm
- Forum: Modding help
- Topic: New Ores
- Replies: 11
- Views: 4098
Re: New Ores
so instead of showing one ore, it's taken parts of two or more. So my ores look all choppy and weird. They work fine and everything, its just the graphics are really weird. Not sure how to fix this... does anyone have an idea of what's going on?
Can you take a screenshot what you have and make the ...
Can you take a screenshot what you have and make the ...
- Mon Mar 19, 2018 12:25 pm
- Forum: Modding help
- Topic: New Ores
- Replies: 11
- Views: 4098
Re: New Ores
Can someone tell me how to create a new ore like iron or copper? (ex. it spawns in the starting area but not only there.)
See mod https://mods.factorio.com/mod/IceOre
So I made some ores in my mod based of off your Ice Ore mod, but I'm running into a problem. The ores aren't displaying ...
See mod https://mods.factorio.com/mod/IceOre
So I made some ores in my mod based of off your Ice Ore mod, but I'm running into a problem. The ores aren't displaying ...
- Sun Mar 18, 2018 12:03 am
- Forum: Modding help
- Topic: What does "No order string defined" mean?
- Replies: 3
- Views: 1800
Re: What does "No order string defined" mean?
Thanks for responding! I decided to try one more time on another mod I just started making and it worked. Not sure why it didn't work on the first one. Maybe I missed a line of code when I copied it? I don't know.... thanks anyway.
- Sat Mar 17, 2018 6:06 pm
- Forum: Modding help
- Topic: A couple questions about mods.
- Replies: 7
- Views: 2361
Re: A couple questions about mods.
Thank you.
I don't have any entities in my mod yet, so I tried it on an item and it didn't seem to work. Factorio didn't block my mod for an invalid code, but nothing appeared different. This is what I had:
Am I putting tint in the wrong place? Or does it only work for entities? Thanks!
Tinted ...
I don't have any entities in my mod yet, so I tried it on an item and it didn't seem to work. Factorio didn't block my mod for an invalid code, but nothing appeared different. This is what I had:
Am I putting tint in the wrong place? Or does it only work for entities? Thanks!
Tinted ...
- Sat Mar 17, 2018 3:31 pm
- Forum: Modding help
- Topic: What does "No order string defined" mean?
- Replies: 3
- Views: 1800
What does "No order string defined" mean?
So I basically copied the code for assembling machine 1 for entity, changed the name, the amount of ingredient slots, and amount of module slots, and it gives me "no order string defined". What does that mean? I've never made new entities before in my mods.
Also, how do I increase the amount of ...
Also, how do I increase the amount of ...
- Sat Mar 17, 2018 11:59 am
- Forum: Modding help
- Topic: A couple questions about mods.
- Replies: 7
- Views: 2361
Re: A couple questions about mods.
Thank you.
I don't have any entities in my mod yet, so I tried it on an item and it didn't seem to work. Factorio didn't block my mod for an invalid code, but nothing appeared different. This is what I had:
{
type = "item",
name = "tidal-token" ,
tint = {r= 100, g = 1, b = 0, a = 0.3}
icon ...
I don't have any entities in my mod yet, so I tried it on an item and it didn't seem to work. Factorio didn't block my mod for an invalid code, but nothing appeared different. This is what I had:
{
type = "item",
name = "tidal-token" ,
tint = {r= 100, g = 1, b = 0, a = 0.3}
icon ...