Search found 8 matches
- Mon Aug 27, 2018 5:20 pm
- Forum: General discussion
- Topic: Do the Default map gen settings generate cliffs?
- Replies: 4
- Views: 2209
Re: Do the Default map gen settings generate cliffs?
I think that two small changes would make cliffs much more worthwhile: 1) Reduce cliff explosives to red science and make them easy and cheap to make. 2) Instead of scattered bits of cliff, make the generator produce long continuous cliffs that are follow either a North/south or east/west general d...
- Mon Aug 27, 2018 5:18 pm
- Forum: General discussion
- Topic: DevKit
- Replies: 6
- Views: 3301
Re: DevKit
According to Scott, there's a strict no-distribution policy on all the 3D models that will likely persist past the 1.0 release . Could you please post the source of this in case people would like to see it instead of just the picture? thanks. It's an SMS. Unless you want him to post his mobile phon...
- Mon Aug 27, 2018 1:52 pm
- Forum: General discussion
- Topic: Do the Default map gen settings generate cliffs?
- Replies: 4
- Views: 2209
Do the Default map gen settings generate cliffs?
in all my playthroughs of .16 i havent seen a single cliff. can anyone explain this to me?
- Fri Aug 24, 2018 5:46 pm
- Forum: General discussion
- Topic: DevKit
- Replies: 6
- Views: 3301
Re: DevKit
Could you please post the source of this in case people would like to see it instead of just the picture? thanks.TruePikachu wrote:According to Scott, there's a strict no-distribution policy on all the 3D models that will likely persist past the 1.0 release.
- Fri Aug 24, 2018 3:03 pm
- Forum: Fan Art
- Topic: Factorio Factions
- Replies: 10
- Views: 12075
Re: Factorio Factions
Hi. i just made these yesterday after seeing this post. They are made in blender.
Imgur Link: https://imgur.com/a/IngtpMJ
Imgur Link: https://imgur.com/a/IngtpMJ
- Sat Feb 25, 2017 8:45 pm
- Forum: Modding help
- Topic: Help with lab and water
- Replies: 4
- Views: 2268
Re: Help with lab and water
I think I'm going to try this when I get home but if this doesn't work then how do you "edit" the current technologies to add science packs? ThanksAdil wrote:You can use scripts to
hide a pipe under the lab, remove water from the pipe and set lab's field `active` so it would do its thing.
- Sat Feb 25, 2017 8:34 pm
- Forum: Modding help
- Topic: Help with lab and water
- Replies: 4
- Views: 2268
Re: Help with lab and water
But isn't there a way to 'trick' it into taking fluids in order for it to run?Rseding91 wrote:You can't. The lab entity doesn't support fluids.
- Sat Feb 25, 2017 6:27 pm
- Forum: Modding help
- Topic: Help with lab and water
- Replies: 4
- Views: 2268
Help with lab and water
Hi this is my first post to the forum and I'm really new to modding so don't know much but let's say I wanted a lab to need water in order work,how would i do this? Thanks