Search found 213 matches
- Sat Feb 17, 2024 2:21 am
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 24466
Re: Friday Facts #398 - Fulgora
This FFF was amazing, the new planet looks exciting, & you've done a great job setting a dreary mood for the planet. Questions about the alien architecture--is it possible for the character to harvest the tiles of ruined alien pavement (similarly to how you can pick up stone bricks/concrete to p...
- Fri Sep 22, 2023 1:51 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49935
Re: Friday Facts #377 - New new rails
I'm excited about the change!
- Thu Feb 16, 2023 9:58 pm
- Forum: Mods
- Topic: [MOD 1.1] AI Core
- Replies: 0
- Views: 566
[MOD 1.1] AI Core
Q's AI Core Mod Endgame research productivity scaling. Name: AICore Author: Q License: MIT Latest Factorio version: 1.1.76 Latest version of mod: 1.0.1 Mod portal page: mods.factorio.com/mod/AICore See the mod portal page for more information. This mod adds AI cores, buildings which consume electri...
- Sat Feb 05, 2022 12:54 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 128642
Re: Friday Facts #367 - Expansion news
I'm super excited about the expansion now!
Good luck with the development process!
Good luck with the development process!
- Mon Nov 22, 2021 2:54 pm
- Forum: 1 / 0 magic
- Topic: [1.1.46] Crash intermittently on start loading graphics
- Replies: 4
- Views: 1900
Re: [1.1.46] Intermittent Crash on Load (Before Main Menu)
I haven't changed any graphics settings (either on my computer or in Factorio) in quite a while.
I'll try updating my graphics drivers.
Thanks.
I'll try updating my graphics drivers.
Thanks.
- Sat Nov 20, 2021 6:37 am
- Forum: 1 / 0 magic
- Topic: [1.1.46] Crash intermittently on start loading graphics
- Replies: 4
- Views: 1900
[1.1.46] Crash intermittently on start loading graphics
What did you do? I launched the latest experimental version (1.1.46) of Factorio from Steam (running on my Windows computer). This is how I normally launch the game. What happened? I turned my attention away from the computer for a minute. When I came back, an error message was on the screen. The g...
- Tue Aug 31, 2021 6:50 am
- Forum: Ideas and Suggestions
- Topic: Change modded bonus icon from + to ^
- Replies: 7
- Views: 2092
Re: Change modded bonus icon from + to ^
Yes please! I'd really like it to be something more in line with the visual style of the rest of the game .
- Sun Jun 13, 2021 4:03 am
- Forum: Ideas and Suggestions
- Topic: Logistic network naming
- Replies: 10
- Views: 4298
Re: Logistic network naming
If we could have logistic networks associated with players have the same name as that player, that would be super awesome.
- Sun Jun 13, 2021 3:56 am
- Forum: Ideas and Suggestions
- Topic: Map Laser Turret Color Red
- Replies: 10
- Views: 2921
Re: Map Laser Turret Color Red
One potential problem with that: both grass and trees are already green.
Not to say green is a bad color for lasers.
Personally, I would prefer laser turrets, gun turrets, and flamethrower turrets to be all the same color because in my mind these defensive structures all serve the same purpose.
Not to say green is a bad color for lasers.
Personally, I would prefer laser turrets, gun turrets, and flamethrower turrets to be all the same color because in my mind these defensive structures all serve the same purpose.
- Wed May 26, 2021 8:11 pm
- Forum: Modding help
- Topic: [Solved] How do I get the name of the current scenario?
- Replies: 3
- Views: 1312
Re: How do I get the name of the current scenario?
This was exactly what I was looking for.Bilka wrote: ↑Wed May 26, 2021 6:31 pmhttps://lua-api.factorio.com/latest/Lua ... trap.level should help.
Thank you so much!
- Wed May 26, 2021 6:13 pm
- Forum: Modding help
- Topic: [Solved] How do I get the name of the current scenario?
- Replies: 3
- Views: 1312
[Solved] How do I get the name of the current scenario?
Hello, I want to access the name of the current scenario from within control.lua. How does one go about doing that? I can't seem to find anything in LuaGameScript that allows me to access this property. If it helps, I'm trying to print a message to the console, but only in a very specific scenario t...
- Tue Apr 20, 2021 8:14 am
- Forum: Ideas and Suggestions
- Topic: Fly, Swim, Dig !...
- Replies: 3
- Views: 1488
Re: Fly, Swim, Dig !...
- Fly ( So they ignore walls etc. ) + Maybe some special Anti fly turret - Swim ( So they can ignore water ) + Maybe some special Anti swim turret I dislike the idea of a turret that can only target one type of enemy, because it's useless for every other type of enemy, and since enemies aren't the ...
- Sun Feb 21, 2021 3:11 am
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 20026
Re: Efficiency Module Scaling
add eff modules to steam turbines is not bad, actually. It's like an upgrade to gain more power without increasing UPS. Problem is, that the most ideas are just, plug it in and *magic*: more power. Not so interesting, maybe? Its not magic. The word efficiency is used IRL: coal energy efficiency is ...
- Thu Feb 18, 2021 6:35 am
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 20026
Re: Efficiency Module Scaling
That'd be nice, if we could plant trees for beautification or industrial-scale forestry.
However, wood is only useful in the early game, so I don't see this happening anytime soon.
However, wood is only useful in the early game, so I don't see this happening anytime soon.
- Thu Feb 18, 2021 6:27 am
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 20026
Re: Efficiency Module Scaling
Speed and prod works very well because they doesnt compete each other for slot. Prod goes to machine, speed goes to beacon. If eff wants to play nicely they must find their own place. One of the challenges with finding a place for efficiency modules is that their only effects are to reduce energy c...
- Fri Feb 12, 2021 8:00 pm
- Forum: Implemented in 2.0
- Topic: show different appearance to blacklist/whitelist icons in alt mode
- Replies: 21
- Views: 4625
Re: Visualize negated filter inserters
What if the background was white for whitelisted items and black for blacklisted items?
- Thu Feb 04, 2021 5:26 pm
- Forum: Ideas and Suggestions
- Topic: New infinite research
- Replies: 20
- Views: 5338
Re: New infinite research
Wouldn't mind an infinite tech -- or at least a limited-repeatable, like braking force -- for damage resist thresholds, just to cut down on the annoying 'a wall got scratched!' notifications. The way damage resistance works in Factorio is that flat resistance cannot reduce damage to 0, but instead ...
- Thu Jan 28, 2021 3:58 am
- Forum: Ideas and Suggestions
- Topic: Skippable stops in Trainschedules
- Replies: 6
- Views: 1851
Re: Skippable stops in Trainschedules
I would really like to see this in the game. This feature could also be used for NOT going to the item pickup station if the train still has plenty left in it but still needs to make deliveries.
- Sat Dec 19, 2020 1:50 am
- Forum: Ideas and Suggestions
- Topic: Making F and G more clear for blueprints
- Replies: 3
- Views: 1424
Re: Making F and G more clear for blueprints
+1 good idea What if at the left or right edge of the blueprint there was a little icon that showed you which key to press to flip it horizontally, and at the top or bottom edge there was an icon that showed you how to flip it vertically? That way there's less text to read & it's communicated si...
- Sat Dec 12, 2020 6:14 am
- Forum: Ideas and Suggestions
- Topic: Brownout icon / Low power icon / Low power warning
- Replies: 49
- Views: 13775
Re: Have a low power icon as well as power off (for beginners :)
If there was an option in the settings menu for this...that'd be pretty good. I imagine on larger bases with power issues it might get annoying.