Search found 2320 matches

by FuryoftheStars
Wed Feb 21, 2024 5:54 pm
Forum: General discussion
Topic: Looking for input on a Coal Power Plant mod design and Steam Engines/Boilers
Replies: 15
Views: 344

Re: Looking for input on a Coal Power Plant mod design and Steam Engines/Boilers

Interestingly, I was going to say something to the affect of an NG or other liquid/gas power plant would be more interesting to me than a simplified single structure solids (coal, solid fuel, etc) power plant for an in-between boiler/steam engine & nuclear power plant.
by FuryoftheStars
Tue Feb 20, 2024 9:01 pm
Forum: General discussion
Topic: Looking for input on a Coal Power Plant mod design and Steam Engines/Boilers
Replies: 15
Views: 344

Re: Looking for input on a Coal Power Plant and Steam Engines/Boilers

My question was how people view steam engines through mid-late game. I mean, for me, nuclear > boiler/steam > solar. Once I get a nice, good nuclear setup going, that is my primary with boiler/steam being a backup/overdraw source. I'll put solar in, but more as a supplemental/isolated power deliver...
by FuryoftheStars
Tue Feb 20, 2024 11:44 am
Forum: Modding interface requests
Topic: Ability to copy string to clipboard using api
Replies: 8
Views: 1717

Re: Ability to copy string to clipboard using api

If the game has a distinction between a manually entered console command and something a mod can automatically do, then sure, of course. (I've never actually checked if a mod can execute a console command directly or not.) Sometimes, though, I have something sitting in my clipboard that's semi impor...
by FuryoftheStars
Mon Feb 19, 2024 9:30 pm
Forum: Ideas and Suggestions
Topic: Cliffs as natural rail elevators
Replies: 7
Views: 276

Re: Cliffs as natural rail elevators

Chiming in again from here. How would a quick succession of two (or more) cliffs be handled in this context, knowing there are only two rail levels ? Any Cliff that is not aligned to the elevation [/i]will be considered deconstruction. You don't even have to do that. If you have 2 cliffs back to ba...
by FuryoftheStars
Mon Feb 19, 2024 9:06 pm
Forum: Modding interface requests
Topic: Ability to copy string to clipboard using api
Replies: 8
Views: 1717

Re: Ability to copy string to clipboard using api

While I can certainly see the utility of this, I'm not sure if I'd want a mod to be able to "just do it". Maybe if there's was a specific, new UI button introduced who's caption could not be changed and who's use was only for this? In that way, the player would know and have full control o...
by FuryoftheStars
Mon Feb 19, 2024 6:49 pm
Forum: General discussion
Topic: Looking for input on a Coal Power Plant mod design and Steam Engines/Boilers
Replies: 15
Views: 344

Re: Looking for input on a Coal Power Plant and Steam Engines/Boilers

It is an interesting concept putting in a specific coal power plant, but it can also be seen that boilers and steam engines are already that as the internals of it, just without the outer building structure to hide them. *shrug*
by FuryoftheStars
Mon Feb 19, 2024 6:27 pm
Forum: Questions, reviews and ratings
Topic: Can't build on Landfill
Replies: 3
Views: 173

Re: landfills

Enable the option "Show mod owners in tooltip" from game Settings -> Interface, on the right hand side under the Tooltips section. Next, open map editor (just do a new map), and select "Tiles" from the map editor tools, then use the search feature to find "landfill". Ho...
by FuryoftheStars
Mon Feb 19, 2024 1:49 pm
Forum: Modding interface requests
Topic: Add events for `remote.add_interface` and `remote.remove_interface`
Replies: 6
Views: 182

Re: Add events for `remote.add_interface` and `remote.remove_interface`

Honestly? As a mod author attempting to make a mod to go along with another and use their remote interfaces, I'd file a bug report to their mod and explain why that's an issue doing that. I suppose if someone could come up with a great example where calling these functions dynamically would be benef...
by FuryoftheStars
Mon Feb 19, 2024 5:34 am
Forum: Modding interface requests
Topic: Add events for `remote.add_interface` and `remote.remove_interface`
Replies: 6
Views: 182

Re: Add events for `remote.add_interface` and `remote.remove_interface`

Can you give a usage example on this? IE, in what situation is this useful? My understanding on remote interfaces has been such that these aren't things that are (or should be) dynamically added or removed during runtime. As such, it's either there because the mod that makes it is there, or it isn't...
by FuryoftheStars
Mon Feb 19, 2024 5:21 am
Forum: Gameplay Help
Topic: Construction bot not constructing despite being in network with materials (vanilla)
Replies: 5
Views: 206

Re: Construction bot not constructing despite being in network with materials (vanilla)

Your inner network seems to be functioning for me, though it did take them awhile to start responding. I believe you are just running into the "way the system works". I can't find a great source for it, and it's late and I'm tired, so here's one that you can look at that might help you spr...
by FuryoftheStars
Mon Feb 19, 2024 12:41 am
Forum: Ideas and Requests For Mods
Topic: Reduce water volume to 1/10th
Replies: 9
Views: 486

Re: Reduce water volume to 1/10th

camela_camera wrote:
Mon Feb 19, 2024 12:25 am
oh hey there's a mod for steam trains https://mods.factorio.com/mod/steamtrainreupload
Hey, that's cool that someone has kept those going. I'll have to check them out... and see about maybe integrating in support of their mods into a realism mod I've had but not released.
by FuryoftheStars
Sun Feb 18, 2024 9:15 pm
Forum: Ideas and Suggestions
Topic: Cliffs as natural rail elevators
Replies: 7
Views: 276

Re: Cliffs as natural rail elevators

This would be a cool feature to have.
by FuryoftheStars
Sun Feb 18, 2024 9:08 pm
Forum: General discussion
Topic: [Answered] How does the game engine decide which waiting train goes to a activated train station?
Replies: 1
Views: 129

Re: How does the game engine decide which waiting train goes to a activated train station?

Afaik, based on a dev reply somewhere if I'm not misremembering it, train ID number. Lowest first.

That said, in 2.0, station priority will influence this.
by FuryoftheStars
Sun Feb 18, 2024 4:12 pm
Forum: Railway Setups
Topic: Common stacker for multiple stations that never jams
Replies: 5
Views: 448

Re: Common stacker for multiple stations that never jams

Another thing you can potentially do for a dynamic train limit is setup a max limit for each station that respects the size stacker you have. You could also use intermediary stations in the stacker (depending on the setup). That said, I think your thread title and opening line may need a bit of rewo...
by FuryoftheStars
Sun Feb 18, 2024 3:31 pm
Forum: Ideas and Suggestions
Topic: Player Inventory Width Setting/Value
Replies: 17
Views: 1486

Re: Player Inventory Width Setting/Value

Seems more like a good argument for allowing UI/client-side only modding, because I can almost guarantee this won't be the last thing that someone can think of where one person might want one thing changed in the UI whereas someone else doesn't. I have long felt Factorio would be well served with a...
by FuryoftheStars
Sun Feb 18, 2024 1:59 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 110
Views: 18746

Re: Friday Facts #398 - Fulgora

Absolutely love the ruins. I remember there used to be a Factorio mod that added strewn ruins to discover, but IIRC it wasn't kept updated/compatible? Are you referring to this one? https://mods.factorio.com/mod/AbandonedRuins It still works, afaik. I use it in my game plays without issue. There wa...
by FuryoftheStars
Sat Feb 17, 2024 2:29 pm
Forum: Ideas and Suggestions
Topic: Player Inventory Width Setting/Value
Replies: 17
Views: 1486

Re: Player Inventory Width Setting/Value

Seems more like a good argument for allowing UI/client-side only modding, because I can almost guarantee this won't be the last thing that someone can think of where one person might want one thing changed in the UI whereas someone else doesn't.
by FuryoftheStars
Fri Feb 16, 2024 10:56 pm
Forum: Ideas and Suggestions
Topic: Compound Buildings: Upgrade through Placement
Replies: 2
Views: 160

Re: Compound Buildings: Upgrade through Placement

As you mention "either as a vanilla feature or added through a mod", I feel like this might already be possible. I haven't really looked, mind you, but there is at least the on_pre_build event that could be used for this. I don't know if this covers everything or if there are other similar...
by FuryoftheStars
Fri Feb 16, 2024 9:35 pm
Forum: Ideas and Suggestions
Topic: New Planet´s
Replies: 1
Views: 135

Re: New Planet´s

I think the devs are only planning on 4 new worlds for the expansion and that's it. We obviously don't know all the details of this new planet just announced today, yet, but it likely doesn't have what you want.

That said, something like this may be fairly easy to regulate to mods.
by FuryoftheStars
Fri Feb 16, 2024 9:00 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 110
Views: 18746

Re: Friday Facts #398 - Fulgora

Oh, this is awesome! So much potential and so much to say... it's overwhelming! Lightning, potential sand storms that might make it hard to see? (Please?) And something to actually explore and find other than more ore and biters! And the potential for really new and cool things with these discoverie...

Go to advanced search