As the original trailer ended with launching a rocket, it would have been so cool if this trailer started with the same identical factory as the original trailer had.
Anyway, I'm very much looking forward to start playing it!
Search found 33 matches
- Fri Oct 18, 2024 12:15 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 27761
- Mon Jul 01, 2024 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.107] Splitter not working as an additional pastable entity
- Replies: 1
- Views: 439
[1.1.107] Splitter not working as an additional pastable entity
Code for reproducing here: https://github.com/Zomis/FactorioMods/tree/bug-splitter-not-pastable/copy-paste-recipe-signals_1.5.0 I did reproduce this bug with 1.1.107 with *only* this mod installed to make sure there's no conflict with other mods. It does show up in the prototype inspector as being a...
- Mon Apr 01, 2024 8:18 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 23666
Re: Friday Facts #404 - Frustration not found
Something I find myself doing a lot is to search for the same item/fluid in different menus over and over again. This is something I have tried to improve in my mod Foofle and I'm using those features very frequently, but there's a big limitation on the amount of integrations I can do in a mod. For ...
- Fri Feb 09, 2024 1:18 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 26850
Re: Friday Facts #397 - Factoriopedia
Most of this sounds great, but I'd also like to request some other features: Have the possibility for mods to add content to a Factoriopedia page, for example a button that links to a search mod to search for this item. Or add content to the Factoriopedia page about how many of that item has been pr...
- Sat Nov 11, 2023 12:18 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 69993
Re: Friday Facts #384 - Combinators 2.0
Something that is currently very difficult, and requires O(log n) time, is to take the maximum or minimum value from a circuit. So that would be a great fit for the selector. "Select maximum value(s)" + "Select minimum value(s)" Average value is currently easy to do with combinat...
- Fri Apr 23, 2021 8:43 am
- Forum: Minor issues
- Topic: [1.1.32] Trying to delete save by pressing enter loads the next save
- Replies: 2
- Views: 1768
Re: [1.1.32] Trying to delete save by pressing enter loads the next save
Press E instead of Enter? most dialog use E Yes, E works. But the big problem here is that based on things that was done before, a save was loaded when the "Delete" button was pressed - which should not happen . The same bug happens if you click on a save, press "Delete" -> &quo...
- Thu Apr 22, 2021 1:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Therenas][1.1.32] Documentation inconsistency: Is `player.gui.screen` a flow or empty-widget?
- Replies: 1
- Views: 1196
[Therenas][1.1.32] Documentation inconsistency: Is `player.gui.screen` a flow or empty-widget?
https://lua-api.factorio.com/latest/LuaGuiElement.html "flow": An invisible container that lays out its children either horizontally or vertically. The root GUI elements (top, left, center and screen; see LuaGui) are flows. "empty-widget": An empty element that just exists. The r...
- Thu Apr 22, 2021 1:39 pm
- Forum: Minor issues
- Topic: [1.1.32] Trying to delete save by pressing enter loads the next save
- Replies: 2
- Views: 1768
[1.1.32] Trying to delete save by pressing enter loads the next save
How to reproduce: - Go to load game - Select a save in the left list - Press "Delete" on keyboard, a window will pop up and ask you if you want to delete the save - Press "Enter" on keyboard, nothing happens (Expected behavior: Save would be deleted) - Use the mouse to click &quo...
- Fri Feb 05, 2021 4:24 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 183631
Re: Friday Facts #365 - Future plans
I don't want to complain too much because Factorio is already an awesome game, but... Feature-complete when you can't see your own characters exact HP/MaxHP? I think there is still a few things you can add before you call it feature-complete.
- Fri Aug 14, 2020 11:13 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Lua API Latest still points to 0.18.47
- Replies: 1
- Views: 1120
[1.0.0] Lua API Latest still points to 0.18.47
https://lua-api.factorio.com/latest/index.html says it's "0.18.47" in the top-right corner.
And I don't think it's a caching problem on my side, I have tried all tips shown in https://xkcd.com/1854/ , and I have also tried using a private browsing window.
And I don't think it's a caching problem on my side, I have tried all tips shown in https://xkcd.com/1854/ , and I have also tried using a private browsing window.
- Fri Aug 14, 2020 11:12 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Linux download 404
- Replies: 5
- Views: 2260
Re: [1.0.0] Linux download 404
Huh, it appears that you are right. Forum is not showing the correct time for me it seems. Anyway, I didn't have any problem at all downloading it just a few minutes after 11:00.superstalkerX wrote: βFri Aug 14, 2020 9:35 amit would seem that you are mistaken, the post was made a few minutes ago AFTER the update.
- Fri Aug 14, 2020 9:31 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Linux download 404
- Replies: 5
- Views: 2260
Re: [1.0.0] Linux download 404
You posted this on 10:28 am but 1.0.0 was released at 11:00 am. You must learn patience.
Try again now.
Try again now.
- Mon Aug 10, 2020 9:55 pm
- Forum: Ideas and Suggestions
- Topic: Feature Request - View your own character exact HP numbers
- Replies: 3
- Views: 2428
Feature Request - View your own character exact HP numbers
TL;DR There should be a way to view the exact numeric HP value of your own character (not just the HP bar that shows up when you are damaged) What ? When playing Factorio in Multiplayer you can easily see how much HP others have (e.g. "135/350") by hovering over them. This is not possible...
- Thu Jul 30, 2020 4:34 pm
- Forum: Modding discussion
- Topic: GUIs - is there a performance impact of destroying and recreating?
- Replies: 1
- Views: 970
GUIs - is there a performance impact of destroying and recreating?
First off, I'm a big fan of the JavaScript framework Vue.js and I find GUIs to be the most frustrating part about Factorio modding. Naturally, for those of you who are familiar with Vue.js, I don't really expect Factorio to provide similar functionality. But I am however wondering how big the perfor...
- Mon Jul 27, 2020 2:18 pm
- Forum: Already exists
- Topic: Expose JSON API to mods
- Replies: 2
- Views: 2047
Re: Expose JSON API to mods
Huh, thanks, I was not aware of these. It does indeed look like exactly what I was looking for!
And here I thought I was coming up with something new... you folks think of everything
And here I thought I was coming up with something new... you folks think of everything
- Mon Jun 22, 2020 3:20 pm
- Forum: Already exists
- Topic: Expose JSON API to mods
- Replies: 2
- Views: 2047
Expose JSON API to mods
Parts of Factorio are already using JSON. Considering how well-known the format is and the fact that some mods already have their own JSON implementation, I'd like to see a JSON serialization/deserialization API exposed for modders to use. I bet that performance-wise it is much more efficient to do ...
- Tue May 19, 2020 12:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [18.25] LuaGuiElement::elem_filters is missing Concept
- Replies: 2
- Views: 1102
Re: [18.25] LuaGuiElement::elem_filters is missing Concept
Yep, I was just about to report the same thing. Was very happy to see it added but it should be documented how to use it. Is it an array of strings? (of types such as "item", "fluid" etc.?)
By the way, your title should be `[0.18.25]`
By the way, your title should be `[0.18.25]`
- Fri Mar 06, 2020 9:02 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 33164
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Overall great changes - especially the log improvements (although it might make my current awesome Jenkinsfile obsolete - see my mods on GitHub if you're curious) A notable change with the electric stats is that the Satisfaction/Production/Accumulator charge are next to each other in a single row, a...
- Fri Oct 25, 2019 2:38 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 52418
Re: Friday Facts #318 - New Tooltips
Great news as always, but I am wondering a bit about the differences between "Consumption" / "Max Consumption" / "Constant Consumption". To me, "Consumption" feels like it should be either "Max Consumption" or "Constant Consumption". What i...
- Tue Mar 12, 2019 9:13 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571465
Angel's Bio Processing for 0.17 ?
Are there any plans to upgrade Angel's Bio Processing to 0.17 ? https://mods.factorio.com/mod/angelsbioprocessing