Search found 29 matches

by firestar246
Fri Jan 05, 2024 1:55 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 21434

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!
by firestar246
Fri Oct 20, 2023 11:39 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 205
Views: 38173

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 building i...
by firestar246
Fri Sep 29, 2023 12:33 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 335
Views: 70799

Re: Friday Facts #378 - Trains on another level

This is amazing! I cannot wait!!
by firestar246
Fri Sep 08, 2023 3:34 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 795
Views: 113127

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 antic...
by firestar246
Tue Feb 08, 2022 11:54 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 124531

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 in th...
by firestar246
Sat Feb 05, 2022 10:00 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 124531

Re: Friday Facts #367 - Expansion news

Oooooh, the monster looks aquatic! Could this be a clue to water content!?! Boats, bridges, etc?
by firestar246
Thu Jul 22, 2021 4:38 pm
Forum: Outdated/Not implemented
Topic: Exploding Chests
Replies: 6
Views: 2065

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
by firestar246
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: 1177

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.
by firestar246
Wed Jul 14, 2021 4:37 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 92
Views: 32146

Re: What are the most impractical items in Factorio?

I don't use speakers at all. I find large poles kinda useless.
by firestar246
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: 1918

Re: Just a thought: the "iron-gear-wheel" is not an iron gear wheel.

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.
Thank you... I will always see a duck now when looking at the engine.
by firestar246
Thu Jul 01, 2021 11:20 am
Forum: General discussion
Topic: Hardcore Vanilla
Replies: 5
Views: 2393

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 the...
by firestar246
Sun Jun 27, 2021 1:06 pm
Forum: Combinator Creations
Topic: Production limit design.
Replies: 0
Views: 1061

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 s...
by firestar246
Mon Mar 19, 2018 4:53 pm
Forum: Modding help
Topic: How to make a new science pack?
Replies: 6
Views: 1633

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] = "scie...
by firestar246
Mon Mar 19, 2018 4:09 pm
Forum: Modding help
Topic: How to make a new science pack?
Replies: 6
Views: 1633

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!
by firestar246
Mon Mar 19, 2018 1:21 pm
Forum: Modding help
Topic: New Ores
Replies: 11
Views: 3244

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 ...
by firestar246
Mon Mar 19, 2018 12:25 pm
Forum: Modding help
Topic: New Ores
Replies: 11
Views: 3244

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 properly in ...
by firestar246
Sun Mar 18, 2018 12:03 am
Forum: Modding help
Topic: What does "No order string defined" mean?
Replies: 3
Views: 1415

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.
by firestar246
Sat Mar 17, 2018 6:06 pm
Forum: Modding help
Topic: A couple questions about mods.
Replies: 7
Views: 1895

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 imag...
by firestar246
Sat Mar 17, 2018 3:31 pm
Forum: Modding help
Topic: What does "No order string defined" mean?
Replies: 3
Views: 1415

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 amou...
by firestar246
Sat Mar 17, 2018 11:59 am
Forum: Modding help
Topic: A couple questions about mods.
Replies: 7
Views: 1895

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 =...

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