Search found 122 matches
- Fri Feb 05, 2021 2:24 am
- Forum: Ideas and Suggestions
- Topic: Slight reduction of rocket launch animation time
- Replies: 29
- Views: 6961
[1.1.x] Length of rocket launch sequence
Not really a bug as nothing is really broken, BUT it still doesnt feel right. You cannot launch 1 rocket per minute from one rocket pad by a tiny margin. With 2 pods one gets to produce around 195 rocket parts per minute, which is just sooo tiny far away from real 2 rockets per minute. Would it be p...
- Wed Dec 16, 2020 11:19 am
- Forum: Releases
- Topic: Version 1.1.6
- Replies: 26
- Views: 27920
Re: Version 1.1.6
You've calculated the productivity on the reprocessing as 25%, not 20%. With maximum productivity everywhere, 19 U238 + 1 U235 gives 10 x 1.4 = 14 fuel cells, which reprocess to 14/5 x 3 x 1.2 = 10.08 U238 for a net consumption of 8.92 U238. The U235 can be kovarexed from 3/1.2 = 2.5 U238, so we en...
- Wed Dec 16, 2020 9:51 am
- Forum: Technical Help
- Topic: Explanation of detailed save-info-stats?
- Replies: 0
- Views: 354
Explanation of detailed save-info-stats?
Out of personal interest: would anyone share any details what the detailed saveing stats mean? Also: can we get per-force and per-surface stats? For example, what is *.targetable or surface.hidden-tiles? I added a few comments to things I consider obvious. Info AsyncScenarioSaver.cpp:149: Saving pro...
- Tue Dec 15, 2020 11:48 am
- Forum: Releases
- Topic: Version 1.1.6
- Replies: 26
- Views: 27920
Re: Version 1.1.6
Im playing a "it if can fit prod modules, you have to put prod modules in it" / maximise natural resources/dont waste (therefore: no coal liquification, no filling up a chest and shooting it, no filling the map with radars, lightoil to solid, as long as possible/not backed up due to excess...
- Thu Nov 26, 2020 4:14 pm
- Forum: Mod portal Discussion
- Topic: Mod ordering in author-page?
- Replies: 7
- Views: 1155
Re: Mod ordering in author-page?
oh... ty. 

- Thu Nov 26, 2020 3:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.0] Infinity chests - GUI looks weird
- Replies: 1
- Views: 1338
[Rseding91] [1.1.0] Infinity chests - GUI looks weird
I modded my Infinity chests to be buffer chests - so I can test my mod networks. -> https://mods.factorio.com/mod/some-infinitychest Since 1.1.0 The Logistic grid looks weird (marked red) screen_20201126_040228.png And the infinity grid overlaps into some kind of border, making that "remove unf...
- Thu Nov 26, 2020 2:59 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
- Replies: 5
- Views: 2200
Re: [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
Oh just wanted to create the same issue because of my spidertron mod... I am not alone, who got his grids borked, it seems. 
Also color picker disappears

Also color picker disappears
- Thu Nov 26, 2020 2:57 am
- Forum: Mod portal Discussion
- Topic: Mod ordering in author-page?
- Replies: 7
- Views: 1155
Mod ordering in author-page?
If I did not miss anything really obvious I think mods are ordered by download count if you click on your modder-page...
But why is this one: https://mods.factorio.com/mod/some-iconlessfish sorted diffrently?
-> https://mods.factorio.com/user/someone1337
But why is this one: https://mods.factorio.com/mod/some-iconlessfish sorted diffrently?
-> https://mods.factorio.com/user/someone1337
- Tue Aug 25, 2020 2:36 am
- Forum: Implemented mod requests
- Topic: [RW] LuaEntity (tree type) "gray progress"
- Replies: 2
- Views: 814
Re: [RW] LuaEntity (tree type) "gray progress"
This!
There is tree_stage_index but no access to gray index as tree_color_index seems to change something else.
There is tree_stage_index but no access to gray index as tree_color_index seems to change something else.
- Mon Aug 24, 2020 9:04 pm
- Forum: Pending
- Topic: Spidertron repair bug
- Replies: 4
- Views: 1656
Re: Spidertron repair bug
The spidertron seems to always be in motion, so if you dont use "enable logistics while moving" its basically always disabled.
- Fri Aug 14, 2020 3:20 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 92499
Re: Friday Facts #359 - Crash site: The beginning
yeah, ok, then just add a core(shim) for those that need to go without "base" and let base depend on core ...
So those that really want to can depend on core only and others can depend on base...
This would still solve the problem in a nicer way that the current dual-field solution.
So those that really want to can depend on core only and others can depend on base...
This would still solve the problem in a nicer way that the current dual-field solution.

- Fri Aug 14, 2020 3:08 pm
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 84600
- Fri Aug 14, 2020 12:16 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 92499
Re: Friday Facts #359 - Crash site: The beginning
@mods: is there still a reason for game version field in the info.json? Cant it all be solved by a "base>=..."-dependency? As in: why not remove that field and allow for smooth transitions going forward? There were enought mod breaking changes that required the use of the base-style-depen...
- Fri Aug 14, 2020 11:12 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 209
- Views: 76044
- Fri Aug 07, 2020 11:05 am
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 92499
Re: Friday Facts #359 - Crash site: The beginning
:thumbsup: for the crash site in freeplay! @mods: is there still a reason for game version field in the info.json? Cant it all be solved by a "base>=..."-dependency? As in: why not remove that field and allow for smooth transitions going forward? There were enought mod breaking changes tha...
- Fri Jul 24, 2020 11:45 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 32722
Re: Friday Facts #357 - Nuke
Can I use nukes as landfill now? 

- Fri Jun 26, 2020 10:15 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 14763
Re: Friday Facts #353 - Trailer update
Awesome!Bilka wrote: ↑Fri Jun 26, 2020 2:41 pmYou can find the stable versions of previous releases on https://factorio.com/download/archive.someone1337 wrote: ↑Fri Jun 26, 2020 2:35 pmPlz re-compile (dont forget linux!) and re-release the old versions of the game!![]()
- Fri Jun 26, 2020 2:35 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 14763
Re: Friday Facts #353 - Trailer update
Plz re-compile (dont forget linux!) and re-release the old versions of the game! 

- Wed Jun 17, 2020 7:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.32] Saving to a zip file overwrites the last selected save file.
- Replies: 2
- Views: 1824
Re: [0.17.31] Saving to a zip file overwrites the last selected save file.
There seems to be another issue: Double-clicking on the list where its not covered by a save-file-name will perform the save or load action without any additional confirmations to the last selected filename. So when you select a savefile to be overwritten, then double-click on the list-pane, it will...
- Fri Jun 12, 2020 1:11 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 51310
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
The new lightning tower is still nice!